private async void BuildMod()
        {
            var scene = EditorSceneManager.GetActiveScene();

            EditorUtility.DisplayProgressBar("ModPlayerSDK", "Building...", 0);
            UniMigration.MigrateAll();

            AssetImporter.GetAtPath(scene.path)
            .SetAssetBundleNameAndVariant($"{modName}_scene", "");

            BundleResources.SetAssetBundleAllResources($"{modName}_script");

            MergeCsx.CreateMonolith(
                "Assets/modplayer_script.json",
                $"{modName}_script");

            UniAssetBundle.BuildUniScriptScene(
                $"{modName}_scene", $"{modName}_script");

            UniMigration.EndMigration();

            EditorUtility.DisplayProgressBar("ModPlayerSDK", "Uploading...", 0);
            await UploadMod();

            EditorUtility.ClearProgressBar();
        }
 void Start()
 {
     // If you face 404 not found error,
     // you should build AssetBundles first.
     //
     // Click `Build/BuildAssetBundle` menu on Unity Editor.
     // (or please take a look `Editor/CreateAssetBundle.cs`)
     UniAssetBundle.LoadUniScriptScene(
         "file:///Packs/testaa_scene",
         "file:///Packs/testaa_script");
 }
Exemple #3
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    public void OnPointerClick(PointerEventData eventData)
    {
        if (app.has_build == false)
        {
            return;
        }

        UniAssetBundle.LoadUniScriptScene(
            app.last_build.scene_url,
            app.last_build.script_url);
    }
Exemple #4
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 public static void BuildAssetBundle()
 {
     UniAssetBundle.BuildUniScriptScene("testbundle_scene", "testbundle_script");
 }