static void BeforeBuild(BuildTarget targetPlatform) { EditorUtility.DisplayProgressBar( "Building AssetBundles", string.Format("Starting building..."), 0); _target = targetPlatform; if (Directory.Exists(_outPath) == false) { Directory.CreateDirectory(_outPath); } ResBuildUtility.ClearAssetBundleConfigurations(); }
// BuildAssetBundleOptions.UncompressedAssetBundle; public static void Clear() { EditorUtility.DisplayProgressBar( "Clear AssetBundles", string.Format("Removing..."), 1f); if (Directory.Exists(Application.streamingAssetsPath)) { Directory.Delete(Application.streamingAssetsPath, true); Directory.CreateDirectory(Application.streamingAssetsPath); } EditorUtility.ClearProgressBar(); ResBuildUtility.ClearAssetBundleConfigurations(); AssetDatabase.Refresh(); }