示例#1
0
        private BuildPipelineCodes ExperimentalBuildPipeline()
        {
            var playerSettings = PlayerBuildPipeline.GeneratePlayerBuildSettings(m_Settings.buildTarget, m_Settings.buildGroup);
            ScriptCompilationResult scriptResults;
            var errorCode = PlayerBuildPipeline.BuildPlayerScripts(playerSettings, out scriptResults);

            if (errorCode < BuildPipelineCodes.Success)
            {
                return(errorCode);
            }

            var bundleSettings = BundleBuildPipeline.GenerateBundleBuildSettings(scriptResults.typeDB, m_Settings.buildTarget, m_Settings.buildGroup);

            BuildCompression compression = BuildCompression.DefaultLZ4;

            if (m_Settings.compressionType == CompressionType.None)
            {
                compression = BuildCompression.DefaultUncompressed;
            }
            else if (m_Settings.compressionType == CompressionType.Lzma)
            {
                compression = BuildCompression.DefaultLZMA;
            }

            BundleBuildResult bundleResult;

            errorCode = BundleBuildPipeline.BuildAssetBundles(BundleBuildInterface.GenerateBuildInput(), bundleSettings, compression, m_Settings.outputPath, out bundleResult, null, m_Settings.useBuildCache);
            return(errorCode);
        }
示例#2
0
        public static AssetBundleManifest BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
        {
            var buildInput = BundleBuildInterface.GenerateBuildInput();

            return(BuildAssetBundles_Internal(outputPath, buildInput, assetBundleOptions, targetPlatform));
        }