public static string BuildAssetBundles(bool buildToStreamingAssets) { var assetBundlePath = buildToStreamingAssets ? GetAssetBundleStreamingAssetsPath() : GetAssetBundlePath(); // creating the platform directory inside the asset bundle directory var assetBundlePlatformPath = Path.Combine(assetBundlePath, AssetBundleUtility.GetPlatformName()).Replace("\\", "/"); Directory.CreateDirectory(assetBundlePlatformPath); // building asset bundles BuildAssetBundleOptions options = GetAssetBundleBuildOptions(); BuildPipeline.BuildAssetBundles(assetBundlePlatformPath, options, EditorUserBuildSettings.activeBuildTarget); // no need to import asset bundles if they don't live in the assets folder if (buildToStreamingAssets) { // making sure all those asset bundles get imported and unity is aware of them foreach (string assetBundleFile in Directory.GetFiles(assetBundlePath, "*", SearchOption.AllDirectories)) { var assetPath = assetBundleFile.Replace("\\", "/"); if (assetPath.EndsWith(".meta")) { continue; } AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate); } AssetDatabase.Refresh(); } return(assetBundlePath); }
private static void SetSourceAssetBundleURL(string absolutePath) { // making sure everything is a "/" and the base url ends with a "/" absolutePath = absolutePath.Replace("\\", "/").AppendIfDoesntExist("/"); BaseDownloadingURL = absolutePath + AssetBundleUtility.GetPlatformName() + "/"; }
// Initializes asset bundle namager and starts download of manifest asset bundle. // Returns the manifest asset bundle downolad operation object. public static AssetBundleLoadManifestOperation Initialize() { return(Initialize(AssetBundleUtility.GetPlatformName())); }