public void OnEnable(Rect pos, EditorWindow parent) { //LoadData... var dataPath = System.IO.Path.GetFullPath("."); dataPath = dataPath.Replace("\\", "/"); dataPath += "/Library/AssetBundleBrowserBuild.dat"; if (File.Exists(dataPath)) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(dataPath, FileMode.Open); var data = bf.Deserialize(file) as BuildTabData; if (data != null) { m_UserData = data; } file.Close(); } m_ToggleData = new List <ToggleData>(); m_ToggleData.Add(new ToggleData( false, "Exclude Type Information", "Do not include type information within the asset bundle (don't write type tree).", m_UserData.m_OnToggles, BuildAssetBundleOptions.DisableWriteTypeTree)); m_ToggleData.Add(new ToggleData( false, "Force Rebuild", "Force rebuild the asset bundles", m_UserData.m_OnToggles, BuildAssetBundleOptions.ForceRebuildAssetBundle)); m_ToggleData.Add(new ToggleData( false, "Ignore Type Tree Changes", "Ignore the type tree changes when doing the incremental build check.", m_UserData.m_OnToggles, BuildAssetBundleOptions.IgnoreTypeTreeChanges)); m_ToggleData.Add(new ToggleData( false, "Append Hash", "Append the hash to the assetBundle name.", m_UserData.m_OnToggles, BuildAssetBundleOptions.AppendHashToAssetBundleName)); m_ToggleData.Add(new ToggleData( false, "Strict Mode", "Do not allow the build to succeed if any errors are reporting during it.", m_UserData.m_OnToggles, BuildAssetBundleOptions.StrictMode)); m_ToggleData.Add(new ToggleData( false, "Dry Run Build", "Do a dry run build.", m_UserData.m_OnToggles, BuildAssetBundleOptions.DryRunBuild)); m_ForceRebuild = new ToggleData( false, "Clear Folders", "Will wipe out all contents of build directory as well as StreamingAssets/AssetBundles if you are choosing to copy build there.", m_UserData.m_OnToggles); m_CopyToStreaming = new ToggleData( false, "Copy to StreamingAssets", "After build completes, will copy all build content to " + m_streamingPath + " for use in stand-alone player.", m_UserData.m_OnToggles); m_TargetContent = new GUIContent("Build Target", "Choose target platform to build for."); m_CompressionContent = new GUIContent("Compression", "Choose no compress, standard (LZMA), or chunk based (LZ4)"); if (m_UserData.m_UseDefaultPath) { ResetPathToDefault(); } }