static void BuildAssetBundles() { string outputPath = Application.streamingAssetsPath + "/AssetBundles/" + ResKitUtil.GetPlatformName(); if (!Directory.Exists(outputPath)) { Directory.CreateDirectory(outputPath); } UnityEditor.BuildPipeline.BuildAssetBundles(outputPath, UnityEditor.BuildAssetBundleOptions.ChunkBasedCompression, UnityEditor.EditorUserBuildSettings.activeBuildTarget); UnityEditor.AssetDatabase.Refresh(); }
public AssetBundleRes(string assetName) { mAssetPath = ResKitUtil.FullPathForAssetBundle(assetName); Name = assetName; State = ResState.Waiting; }