private BuildAssetBundle ( Object mainAsset, Object assets, string pathName ) : bool | ||
mainAsset | Object | |
assets | Object | |
pathName | string | |
리턴 | bool |
public static bool BuildAssetBundle(UnityEngine.Object mainAsset, UnityEngine.Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform) { BuildTargetGroup buildTargetGroup = BuildPipeline.GetBuildTargetGroup(targetPlatform); return(BuildPipeline.BuildAssetBundle(mainAsset, assets, pathName, out crc, assetBundleOptions, buildTargetGroup, targetPlatform)); }
public static bool BuildAssetBundle(UnityEngine.Object mainAsset, UnityEngine.Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform) { uint num; return(BuildPipeline.BuildAssetBundle(mainAsset, assets, pathName, out num, assetBundleOptions, targetPlatform)); }
public static bool BuildResourceFile(UnityEngine.Object[] selection, string pathName) { return(BuildPipeline.BuildAssetBundle(null, selection, pathName, BuildAssetBundleOptions.CompleteAssets)); }
public static bool BuildAssetBundle(UnityEngine.Object mainAsset, UnityEngine.Object[] assets, string pathName, out uint crc) { BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets; return(BuildPipeline.BuildAssetBundle(mainAsset, assets, pathName, out crc, assetBundleOptions)); }
public static bool BuildAssetBundle(UnityEngine.Object mainAsset, UnityEngine.Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions) { BuildTarget targetPlatform = BuildTarget.WebPlayer; return(BuildPipeline.BuildAssetBundle(mainAsset, assets, pathName, out crc, assetBundleOptions, targetPlatform)); }
public static bool BuildAssetBundle(UnityEngine.Object mainAsset, UnityEngine.Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform) { BuildTargetGroup activeBuildTargetGroup = EditorUserBuildSettings.activeBuildTargetGroup; return(BuildPipeline.BuildAssetBundle(mainAsset, assets, pathName, out crc, assetBundleOptions, activeBuildTargetGroup, targetPlatform)); }