public static AssetBundleBuildCommandSet GenerateAssetBundleBuildCommandSet(AssetBundleBuildInput input, AssetBundleBuildSettings settings) { // Create commands array matching the size of the input var commandSet = new AssetBundleBuildCommandSet(); commandSet.commands = new AssetBundleBuildCommandSet.Command[input.definitions.Length]; for (var i = 0; i < input.definitions.Length; ++i) { var definition = input.definitions[i]; // Populate each command from asset bundle definition var command = new AssetBundleBuildCommandSet.Command(); command.assetBundleName = definition.assetBundleName; command.explicitAssets = new AssetBundleBuildCommandSet.AssetLoadInfo[definition.explicitAssets.Length]; // Fill out asset load info and references for each asset in the definition var allObjects = new HashSet <ObjectIdentifier>(); for (var j = 0; j < definition.explicitAssets.Length; ++j) { var explicitAsset = new AssetBundleBuildCommandSet.AssetLoadInfo(); explicitAsset.asset = definition.explicitAssets[j]; explicitAsset.includedObjects = AssetBundleBuildInterface.GetObjectIdentifiersInAsset(definition.explicitAssets[j]); explicitAsset.referencedObjects = AssetBundleBuildInterface.GetPlayerDependenciesForObjects(explicitAsset.includedObjects); command.explicitAssets[j] = explicitAsset; allObjects.UnionWith(explicitAsset.includedObjects); allObjects.UnionWith(explicitAsset.referencedObjects); } command.assetBundleObjects = allObjects.ToArray(); commandSet.commands[i] = command; } // TODO: Debug printing //DebugPrintCommandSet(ref commandSet); // At this point, We have generated fully self contained asset bundles with 0 dependencies. // Default implementation is to reduce duplication of objects by declaring dependencies to other asset // bundles if that other asset bundle has an explicit asset declared that contains the objects needed // We also remove any built in unity objects as they are built with the player (We may want to change this part in the future) CalculateAssetBundleBuildDependencies(ref commandSet); // Note: I may, or may not feel dirty doing mutable things to what otherwise should be immutable struct // TODO: Debug printing //DebugPrintCommandSet(ref commandSet); return(commandSet); }
static void BuildAssetBundlesMenuItem() { var input = AssetBundleBuildInterface.GenerateAssetBundleBuildInput(); var settings = GenerateAssetBundleBuildSettings(); var compression = GenerateBuildCompression(); var commands = GenerateAssetBundleBuildCommandSet(input, settings); // Ensure the output path is created // TODO: mabe we should do something if it exists, incremental building? Directory.CreateDirectory(settings.outputFolder); var output = AssetBundleBuildInterface.WriteResourcefilesForAssetBundles(commands, settings); foreach (var bundle in output.results) { AssetBundleBuildInterface.ArchiveAndCompressAssetBundle(bundle.resourceFiles, Path.Combine(settings.outputFolder, bundle.assetBundleName), compression); } CacheAssetBundleBuildOutput(output, settings); }