Exemple #1
0
        private BuildPipelineCodes ExperimentalBuildPipeline()
        {
            var playerSettings = PlayerBuildPipeline.GeneratePlayerBuildSettings(m_Settings.buildTarget, m_Settings.buildGroup);
            ScriptCompilationResult scriptResults;
            var errorCode = PlayerBuildPipeline.BuildPlayerScripts(playerSettings, out scriptResults);

            if (errorCode < BuildPipelineCodes.Success)
            {
                return(errorCode);
            }

            var bundleSettings = BundleBuildPipeline.GenerateBundleBuildSettings(scriptResults.typeDB, m_Settings.buildTarget, m_Settings.buildGroup);

            BuildCompression compression = BuildCompression.DefaultLZ4;

            if (m_Settings.compressionType == CompressionType.None)
            {
                compression = BuildCompression.DefaultUncompressed;
            }
            else if (m_Settings.compressionType == CompressionType.Lzma)
            {
                compression = BuildCompression.DefaultLZMA;
            }

            BundleBuildResult bundleResult;

            errorCode = BundleBuildPipeline.BuildAssetBundles(BundleBuildInterface.GenerateBuildInput(), bundleSettings, compression, m_Settings.outputPath, out bundleResult, null, m_Settings.useBuildCache);
            return(errorCode);
        }
Exemple #2
0
        internal static AssetBundleManifest BuildAssetBundles_Internal(string outputPath, BuildInput buildInput, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
        {
            var playerSettings = PlayerBuildPipeline.GeneratePlayerBuildSettings(targetPlatform);
            ScriptCompilationResult scriptResults;
            var errorCode = PlayerBuildPipeline.BuildPlayerScripts(playerSettings, out scriptResults);

            if (errorCode < BuildPipelineCodes.Success)
            {
                return(null);
            }

            var bundleSettings = BundleBuildPipeline.GenerateBundleBuildSettings(scriptResults.typeDB, targetPlatform);

            BuildCompression compression = BuildCompression.DefaultLZMA;

            if ((assetBundleOptions & BuildAssetBundleOptions.ChunkBasedCompression) != 0)
            {
                compression = BuildCompression.DefaultLZ4;
            }
            else if ((assetBundleOptions & BuildAssetBundleOptions.UncompressedAssetBundle) != 0)
            {
                compression = BuildCompression.DefaultUncompressed;
            }

            var useCache = (assetBundleOptions & BuildAssetBundleOptions.ForceRebuildAssetBundle) == 0;

            BundleBuildResult result;

            errorCode = BundleBuildPipeline.BuildAssetBundles(buildInput, bundleSettings, compression, outputPath, out result, useCache);
            if (errorCode < BuildPipelineCodes.Success)
            {
                return(null);
            }

            // TODO: Unity 5 Manifest
            return(null);
        }