public virtual void RequestRoomModel() { string roomName = UWB_Texturing.Config.RoomObject.GameObjectName; //string roomBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string roomBundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory(); int roomBundlePort = Config.Ports.RoomBundle; #if !UNITY_WSA_10_0 SocketClient_PC.RequestFiles(roomBundlePort, roomBundleDirectory); #elif !UNITY_EDITOR && UNITY_WSA_10_0 SocketClient_Hololens.RequestFiles(roomBundlePort, roomBundleDirectory); #endif RoomManager.UpdateRoomBundle(roomName); }
public static void PackRoomBundle(string roomName) { // Have to generate Android bundle first or the PC one will be overwritten // with the Android one (i.e. deleted) because of how this hooks into the // RoomTexture module //string roomName = UWB_Texturing.Config.RoomObject.GameObjectName; RoomManager.UpdateRoomBundle(roomName); UWB_Texturing.BundleHandler.PackFinalRoomBundle(BuildTarget.Android); string AndroidBundlePath = Config.Android.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); string GeneratedBundlePath = UWB_Texturing.Config.AssetBundle.RoomPackage.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename(), roomName); if (File.Exists(AndroidBundlePath)) { File.Delete(AndroidBundlePath); } File.Copy(GeneratedBundlePath, AndroidBundlePath); UWB_Texturing.BundleHandler.PackFinalRoomBundle(BuildTarget.StandaloneWindows); }