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); }
internal static AssetBundleManifest BuildAssetBundles_Internal(string outputPath, BuildInput buildInput, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform) { var playerSettings = PlayerBuildPipeline.GeneratePlayerBuildSettings(targetPlatform); ScriptCompilationResult scriptResults; var errorCode = PlayerBuildPipeline.BuildPlayerScripts(playerSettings, out scriptResults); if (errorCode < BuildPipelineCodes.Success) { return(null); } var bundleSettings = BundleBuildPipeline.GenerateBundleBuildSettings(scriptResults.typeDB, targetPlatform); BuildCompression compression = BuildCompression.DefaultLZMA; if ((assetBundleOptions & BuildAssetBundleOptions.ChunkBasedCompression) != 0) { compression = BuildCompression.DefaultLZ4; } else if ((assetBundleOptions & BuildAssetBundleOptions.UncompressedAssetBundle) != 0) { compression = BuildCompression.DefaultUncompressed; } var useCache = (assetBundleOptions & BuildAssetBundleOptions.ForceRebuildAssetBundle) == 0; BundleBuildResult result; errorCode = BundleBuildPipeline.BuildAssetBundles(buildInput, bundleSettings, compression, outputPath, out result, useCache); if (errorCode < BuildPipelineCodes.Success) { return(null); } // TODO: Unity 5 Manifest return(null); }