static void FinalizePublish(Stack <RequestHandle> requests) { var subscriber = CreateSubscriber(); var resourceFolder = CompanionResourceUtils.GetCurrentResourceFolder(); var project = new CompanionProject(Application.cloudProjectId, Application.productName, true); requests.Push(subscriber.GetCloudResourceList(project, resourceFolder, (success, resourceList) => { foreach (var update in k_ResourceListUpdates) { var key = update.ResourceKey; resourceList.AddOrUpdateResource(key, update.Name, update.Type, update.FileSize, update.HasBundle); var thumbnail = update.Thumbnail; if (thumbnail != null) { subscriber.SaveThumbnailImage(project, resourceFolder, key, thumbnail, requests); } } requests.Push(subscriber.WriteCloudResourceList(project, resourceFolder, resourceList, writeSuccess => { if (success) { CompanionResourceUtils.OnCloudResourceListChanged(resourceList); } else { Debug.LogError("Failed to write resource list"); } })); })); }
static RequestHandle GetAssetBundleAsset(this IUsesCloudStorage storageUser, string group, CompanionProject project, string resourceFolder, string platform, string guid, Action <bool, UnityObject> callback) { const int timeout = 0; // Asset bundles may be quite large and take a long time to download // Write to local storage in case cloud isn't reachable var folder = CompanionResourceUtils.GetLocalResourceFolderPath(project, resourceFolder, group); var path = Path.Combine(folder, guid); if (!project.linked) { UnityObject asset = null; if (File.Exists(path)) { asset = GetLocalAssetBundleAsset(path); } callback(asset != null, asset); return(default);
static void Publish() { k_ResourceListUpdates.Clear(); s_UploadCount = 0; var subscriber = CreateSubscriber(); var resourceFolder = CompanionResourceUtils.GetCurrentResourceFolder(); var project = new CompanionProject(Application.cloudProjectId, Application.productName, true); foreach (var selected in Selection.objects) { if (selected is SceneAsset sceneAsset) { var path = AssetDatabase.GetAssetPath(sceneAsset); if (string.IsNullOrEmpty(path)) { Debug.LogError("Selected SceneAsset path is invalid"); continue; } var sceneAssetPack = CompanionSceneUtils.GetOrTryCreateAssetPackForSceneAsset(sceneAsset); sceneAssetPack.Clear(); sceneAssetPack.SceneAsset = sceneAsset; var removeScene = true; var unload = true; var sceneCount = SceneManager.sceneCount; for (var i = 0; i < sceneCount; i++) { var existingScene = SceneManager.GetSceneAt(i); if (existingScene.path == path) { if (existingScene.isLoaded) { unload = false; } removeScene = false; break; } } var scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive); var assetGuid = AssetDatabase.AssetPathToGUID(path); if (string.IsNullOrEmpty(assetGuid)) { Debug.LogError("Could not get valid guid for asset at path " + path); continue; } // Hide the OnDestroyNotifier so it is not saved foreach (var root in scene.GetRootGameObjects()) { var notifier = root.GetComponentInChildren <OnDestroyNotifier>(); if (notifier != null) { notifier.gameObject.hideFlags = HideFlags.HideAndDontSave; } } // generate and save thumbnail image for the scene by running a one-shot simulation var thumbnail = SimulateSceneAndCaptureThumbnail(); var cloudGuid = CompanionResourceSync.instance.GetCloudGuid(assetGuid); s_UploadCount++; k_Requests.Clear(); k_Requests.Push(subscriber.SaveScene(project, resourceFolder, cloudGuid, scene, sceneAssetPack, (success, key, size) => { if (scene.IsValid()) { // Restore OnDestroyNotifier HideFlags so that it is discoverable foreach (var root in scene.GetRootGameObjects()) { var notifier = root.GetComponentInChildren <OnDestroyNotifier>(); if (notifier != null) { notifier.gameObject.hideFlags = HideFlags.HideInHierarchy; } } } var sceneName = sceneAsset.name; if (success) { k_ResourceListUpdates.Add(new ResourceListUpdate { ResourceKey = key, Name = sceneName, Type = ResourceType.Scene, FileSize = size, HasBundle = sceneAssetPack.AssetCount > 0, Thumbnail = thumbnail }); Debug.Log($"Published {sceneName}"); } else { Debug.LogError($"Failed to publish {sceneName}"); } if (--s_UploadCount == 0) { FinalizePublish(k_Requests); } })); // Scene serialization is synchronous, so we can close the scene while the upload completes if (unload) { EditorSceneManager.CloseScene(scene, removeScene); } continue; } if (selected is GameObject prefab) { var path = AssetDatabase.GetAssetPath(prefab); if (string.IsNullOrEmpty(path)) { Debug.LogError("SceneAsset for selected AssetPack path is invalid"); continue; } var guid = AssetDatabase.AssetPathToGUID(path); if (string.IsNullOrEmpty(guid)) { Debug.LogError("Could not get valid guid for asset at path " + path); continue; } // Check existing asset bundle name to avoid overwriting it var assetImporter = AssetImporter.GetAtPath(path); if (!string.IsNullOrEmpty(assetImporter.assetBundleName) && assetImporter.assetBundleName != guid) { Debug.LogError(prefab.name + " is already part of an AssetBundle, and cannot be published to the cloud without overwriting its AssetBundle name"); continue; } var bounds = BoundsUtils.GetBounds(prefab.transform); if (bounds.extents.MinComponent() < k_MinPrefabBound) { Debug.LogError(prefab.name + " is too small to be selectable. MARS prefabs must be selectable."); continue; } var thumbnail = ThumbnailUtility.GeneratePrefabThumbnail(prefab); if (thumbnail == null) { Debug.LogError(prefab.name + " is not a visible asset. MARS prefabs must be visible."); continue; } s_UploadCount++; k_Requests.Clear(); k_Requests.Push(subscriber.SavePrefab(project, resourceFolder, prefab, (success, key) => { if (success) { k_ResourceListUpdates.Add(new ResourceListUpdate { ResourceKey = key, Name = prefab.name, Type = ResourceType.Prefab, HasBundle = true, Thumbnail = thumbnail }); Debug.Log($"Published {prefab.name}"); } else { Debug.LogError($"Failed to publish {prefab.name}"); } if (--s_UploadCount == 0) { FinalizePublish(k_Requests); } })); } } }