static public AssetBundleLoadManifestOperation Initialize() { return(Initialize(Utility.GetPlatformName())); }
public static void SetSourceAssetBundleURL(string absolutePath) { BaseDownloadingURL = absolutePath + Utility.GetPlatformName() + "/"; }
public static void BuildAssetBundles() { // Choose the output path according to the build target. string outputPath = Path.Combine(Application.streamingAssetsPath, Path.Combine(Utility.AssetBundlesOutputPath, Utility.GetPlatformName())); if (!Directory.Exists(outputPath)) { Directory.CreateDirectory(outputPath); } //@TODO: use append hash... (Make sure pipeline works correctly with it.) BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); }
static string GetAssetBundleManifestFilePath() { var relativeAssetBundlesOutputPathForPlatform = Path.Combine(Utility.AssetBundlesOutputPath, Utility.GetPlatformName()); return(Path.Combine(relativeAssetBundlesOutputPathForPlatform, Utility.GetPlatformName()) + ".manifest"); }
public static void BuildAssetBundles() { // Choose the output path according to the build target. string outputPath = Path.Combine(Utility.AssetBundlesOutputPath, Utility.GetPlatformName()); if (!Directory.Exists(outputPath)) { Directory.CreateDirectory(outputPath); } string[] str = AssetDatabase.GetAllAssetBundleNames(); foreach (string item in str) { Debug.Log("Asset Name=" + item + ""); } AssetBundleBuild[] buildMap = new AssetBundleBuild[3]; // buildMap[0].assetBundleName = "universal"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("universal"); buildMap[0].assetBundleName = "nearest_stars"; buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("nearest_stars"); buildMap[1].assetBundleName = "universal"; buildMap[1].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("universal"); // buildMap[0].assetBundleName = "q10k_01"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("q10k_01"); // buildMap[0].assetBundleName = "solar_system_book"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("solar_system_book"); // buildMap[1].assetBundleName = "universal"; // buildMap[1].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("universal"); // buildMap[0].assetBundleName = "solar_system_book"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("solar_system_book"); // buildMap[0].assetBundleName = "weather_maker"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("weather_maker"); // buildMap[0].assetBundleName = "fishingman"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("fishingman"); // buildMap[1].assetBundleName = "weather_maker"; // buildMap[1].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("weather_maker"); // buildMap[0].assetBundleName = "littleredridinghood"; // buildMap[0].assetNames = AssetDatabase.GetAssetPathsFromAssetBundle("littleredridinghood"); BuildPipeline.BuildAssetBundles(outputPath, buildMap, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); //AssetDatabase. //@TODO: use append hash... (Make sure pipeline works correctly with it.) //BuildPipeline.BuildAssetBundles (outputPath, BuildAssetBundleOptions.UncompressedAssetBundle, EditorUserBuildSettings.activeBuildTarget); string src = outputPath + "/" + EditorUserBuildSettings.activeBuildTarget.ToString(); string des = outputPath + "/" + buildMap[0].assetBundleName + ".mf"; if (File.Exists(des)) { File.Delete(des); } Debug.Log("move file " + src + " ====> " + des); System.IO.File.Move(src, des); }
/// <param name="decorated">CommandHandler to use when the bundle is not available in StreamingAssets</param> /// <param name="strategy"> /// Strategy to use. Defaults to having remote bundle override StreamingAssets bundle if the hashes /// are different /// </param> public StreamingAssetsBundleDownloadDecorator(ICommandHandler <AssetBundleDownloadCommand> decorated, AssetBundleManager.PrioritizationStrategy strategy) { this.decorated = decorated; currentStrategy = strategy; currentPlatform = Utility.GetPlatformName(); #if UNITY_EDITOR if (!Application.isPlaying) { coroutineHandler = EditorCoroutine.Start; } else #endif coroutineHandler = AssetBundleDownloaderMonobehaviour.Instance.HandleCoroutine; fullBundlePath = string.Format("{0}/{1}", Application.streamingAssetsPath, Utility.GetPlatformName()); var manifestBundle = AssetBundle.LoadFromFile(string.Format("{0}/{1}", fullBundlePath, currentPlatform)); if (manifestBundle == null) { Debug.LogWarning("Unable to retrieve manifest file from StreamingAssets, disabling StreamingAssetsBundleDownloadDecorator."); } else { manifest = manifestBundle.LoadAsset <AssetBundleManifest>("assetbundlemanifest"); manifestBundle.Unload(false); } }
public AssetBundleManager() { platformName = Utility.GetPlatformName(); }
public static void Initialize() { if (!AssetBundleManager.m_Instance) { AssetBundleManager.SetSourceAssetBundleURL(Path.GetFullPath(Application.dataPath).Replace("\\", "/") + "/AssetBundles/"); AssetBundleManager assetBundleManager = new GameObject("AssetBundleManager").AddComponent<AssetBundleManager>(); UnityEngine.Object.DontDestroyOnLoad(assetBundleManager); AssetBundleManager.m_Instance = assetBundleManager; AssetBundleLoadManifestOperation assetBundleLoadManifestOperation = AssetBundleManager.Initialize(Utility.GetPlatformName()); if (assetBundleLoadManifestOperation != null) { AssetBundleManager.m_Instance.StartCoroutine(assetBundleLoadManifestOperation); } } }
public static void SetSourceAssetBundleDirectory() { BaseDownloadingURL = GetStreamingAssetsPath() + "/" + Utility.GetPlatformName() + "/"; }