public static BuildAssetBundles ( BuildTarget buildTarget ) : void | ||
buildTarget | BuildTarget | |
return | void |
public static void BuildStandalonePlayer() { var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", ""); if (outputPath.Length == 0) { return; } string[] levels = GetLevelsFromBuildSettings(); if (levels.Length == 0) { Debug.Log("Nothing to build."); return; } string targetName = GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget); if (targetName == null) { return; } // Build and copy AssetBundles. QABBuilder.BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget); QABBuilder.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, QABUtil.ABundlesOutputPath)); AssetDatabase.Refresh(); BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option); }
public static void BuildPlayer() { var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", ""); if (outputPath.Length == 0) { return; } string[] levels = GetLevelsFromBuildSettings(); if (levels.Length == 0) { Debug.Log("Nothing to build."); return; } string targetName = GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget); if (targetName == null) { return; } // Build and copy AssetBundles. QABBuilder.BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget); WriteServerURL(); BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option); }
public static void BuildABAndroid() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.Android); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.Android); AssetDatabase.Refresh(); }
public static void BuildABWindows() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.WindowsEditor); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.StandaloneWindows64); AssetDatabase.Refresh(); }
public static void BuildABOSX() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.OSXEditor); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.StandaloneOSXIntel64, null); AssetDatabase.Refresh(); }
public static void BuildABiOS() { string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.IPhonePlayer); QIO.CreateDirIfNotExists(outputPath); QABBuilder.BuildAssetBundles(BuildTarget.iOS, null); AssetDatabase.Refresh(); }