public static long RemapBuildInAssetPath(ref string assetPath) { var guid = new GUID(Path.GetFileNameWithoutExtension(assetPath)); TryRemapBuiltinExtraGuid(ref guid, out var ident); // Update ADBv2 to allow extra artifacts to be generated for BuiltIn types if (GUIDHelper.IsBuiltin(guid)) { var newPath = AssetDatabase.GUIDToAssetPath(guid.ToString()); if (!string.IsNullOrEmpty(newPath)) { assetPath = newPath; } } return(ident); }
public static void RemapBuildInAssetGuid(ref string assetGUID) { var guid = new GUID(assetGUID); TryRemapBuiltinExtraGuid(ref guid, out _); if (GUIDHelper.IsBuiltin(guid)) { var tempPath = $"{SceneWithBuildConfigurationGUIDs.k_SceneDependencyCachePath}/{assetGUID}.txt"; if (!File.Exists(tempPath)) { Directory.CreateDirectory(Path.GetDirectoryName(tempPath)); File.WriteAllText(tempPath, ""); AssetDatabase.ImportAsset(tempPath, ImportAssetOptions.ForceSynchronousImport); } assetGUID = AssetDatabase.AssetPathToGUID(tempPath); } }
static unsafe NativeList <Hash128> ReferencedUnityObjectsToGUIDs(ReferencedUnityObjects referencedUnityObjects, AssetImportContext ctx) { var globalObjectIds = new GlobalObjectId[referencedUnityObjects.Array.Length]; var guids = new NativeList <Hash128>(globalObjectIds.Length, Allocator.Temp); GlobalObjectId.GetGlobalObjectIdsSlow(referencedUnityObjects.Array, globalObjectIds); for (int i = 0; i != globalObjectIds.Length; i++) { var assetGUID = globalObjectIds[i].assetGUID; // Skip most built-ins, except for BuiltInExtra which we need to depend on if (GUIDHelper.IsBuiltin(assetGUID)) { if (GUIDHelper.IsBuiltinExtraResources(assetGUID)) { var objectIdentifiers = ContentBuildInterface.GetPlayerObjectIdentifiersInAsset(assetGUID, ctx.selectedBuildTarget); foreach (var objectIdentifier in objectIdentifiers) { var packedGUID = assetGUID; GUIDHelper.PackBuiltinExtraWithFileIdent(ref packedGUID, objectIdentifier.localIdentifierInFile); guids.Add(packedGUID); } } else if (GUIDHelper.IsBuiltinResources(assetGUID)) { guids.Add(assetGUID); } } else if (!assetGUID.Empty()) { guids.Add(assetGUID); } } return(guids); }
public static bool BuildAssetBundle(string manifestPath, GUID assetGuid, string cacheFilePath, BuildTarget target, HashSet <Entities.Hash128> dependencies, HashSet <System.Type> types, long fileIdent) { using (new BuildInterfacesWrapper()) { Directory.CreateDirectory(k_TempBuildPath); // Used for naming var fixedGUID = assetGuid; if (fileIdent != -1) { GUIDHelper.PackBuiltinExtraWithFileIdent(ref fixedGUID, fileIdent); } string assetGUIDString = fixedGUID.ToString(); // Deterministic ID Generator var generator = new Unity5PackedIdentifiers(); // Target platform settings & script information var settings = new BuildSettings { buildFlags = ContentBuildFlags.None, target = target, group = BuildPipeline.GetBuildTargetGroup(target), typeDB = null }; if (assetGuid == GUIDHelper.UnityBuiltinResources) { FilterBuiltinResourcesObjectManifest(manifestPath); } if (assetGuid == GUIDHelper.UnityBuiltinExtraResources) { FilterBuiltinExtraResourcesObjectManifest(manifestPath); } // Collect all the objects we need for this asset & bundle (returned array order is deterministic) var manifestObjects = ContentBuildInterface.GetPlayerObjectIdentifiersInSerializedFile(manifestPath, settings.target); // Collect all the objects we need to reference for this asset (returned array order is deterministic) var manifestDependencies = ContentBuildInterface.GetPlayerDependenciesForObjects(manifestObjects, settings.target, settings.typeDB); // Scene / Project lighting information var globalUsage = ContentBuildInterface.GetGlobalUsageFromGraphicsSettings(); globalUsage = ForceKeepInstancingVariants(globalUsage); // Inter-asset feature usage (shader features, used mesh channels) var usageSet = new BuildUsageTagSet(); ContentBuildInterface.CalculateBuildUsageTags(manifestDependencies, manifestDependencies, globalUsage, usageSet); // TODO: Cache & Append to the assets that are influenced by this usageTagSet, ideally it would be a nice api to extract just the data for a given asset or object from the result // Bundle all the needed write parameters var writeParams = new WriteParameters { // Target platform settings & script information settings = settings, // Scene / Project lighting information globalUsage = globalUsage, // Inter-asset feature usage (shader features, used mesh channels) usageSet = usageSet, // Serialized File Layout writeCommand = new WriteCommand { fileName = generator.GenerateInternalFileName(assetGUIDString), internalName = generator.GenerateAssetBundleInternalFileName(fixedGUID), serializeObjects = new List <SerializationInfo>() // Populated Below }, // External object references referenceMap = new BuildReferenceMap(), // Populated Below // Asset Bundle object layout bundleInfo = new AssetBundleInfo { bundleName = assetGUIDString, // What is loadable from this bundle bundleAssets = new List <AssetLoadInfo> { // The manifest object and it's dependencies new AssetLoadInfo { address = assetGUIDString, asset = assetGuid, // TODO: Remove this as it is unused in C++ includedObjects = manifestObjects.ToList(), // TODO: In our effort to modernize the public API design we over complicated it trying to take List or return ReadOnlyLists. Should have just stuck with Arrays[] in all places referencedObjects = manifestDependencies.ToList() } } } }; // The requirement is that a single asset bundle only contains the ObjectManifest and the objects that are directly part of the asset, objects for external assets will be in their own bundles. IE: 1 asset per bundle layout // So this means we need to take manifestObjects & manifestDependencies and filter storing them into writeCommand.serializeObjects and/or referenceMap based on if they are this asset or other assets // For the Manifest Objects, we only have the ScriptableObject `AssetObjectManifest` which is not referenced outside of this bundle. // This creates a deterministic ID for it, regardless of the path of the manifest file var linearGenerator = new LinearPackedIdentifiers(2); foreach (var obj in manifestObjects) { var index = linearGenerator.SerializationIndexFromObjectIdentifier(obj); writeParams.writeCommand.serializeObjects.Add(new SerializationInfo { serializationObject = obj, serializationIndex = index }); writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, index, obj); } foreach (var obj in manifestDependencies) { // MonoScripts need to live beside the MonoBehavior (in this case ScriptableObject) and loaded first. We could move it to it's own bundle, but this is safer and it's a lightweight object var type = ContentBuildInterface.GetTypeForObject(obj); if (obj.guid == GUIDHelper.UnityBuiltinResources) { // For Builtin Resources, we can reference them directly // TODO: Once we switch to using GlobalObjectId for SBP, we will need a mapping for certain special cases of GUID <> FilePath for Builtin Resources writeParams.referenceMap.AddMapping(obj.filePath, obj.localIdentifierInFile, obj); } else if (type == typeof(MonoScript)) { writeParams.writeCommand.serializeObjects.Add(new SerializationInfo { serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj) }); writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj); } else if (obj.guid == assetGuid) { // If we are a specific built-in asset, only add the built-in asset if (fileIdent != -1 && obj.localIdentifierInFile != fileIdent) { continue; } writeParams.writeCommand.serializeObjects.Add(new SerializationInfo { serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj) }); writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj); } else if (obj.guid == GUIDHelper.UnityBuiltinExtraResources) { var convGUID = obj.guid; GUIDHelper.PackBuiltinExtraWithFileIdent(ref convGUID, obj.localIdentifierInFile); writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(convGUID), generator.SerializationIndexFromObjectIdentifier(obj), obj); dependencies.Add(convGUID); } else if (!obj.guid.Empty()) { writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(obj.guid), generator.SerializationIndexFromObjectIdentifier(obj), obj); dependencies.Add(obj.guid); } else { throw new Exception($"Invalid dependency! GUID={obj.guid}, type={type}"); } if (type != null) { types.Add(type); } } // Write the serialized file var result = ContentBuildInterface.WriteSerializedFile(k_TempBuildPath, writeParams); // Archive and compress the serialized & resource files for the previous operation var crc = ContentBuildInterface.ArchiveAndCompress(result.resourceFiles.ToArray(), cacheFilePath, UnityEngine.BuildCompression.Uncompressed); // Because the shader compiler progress bar hooks are absolute shit EditorUtility.ClearProgressBar(); //Debug.Log($"Wrote '{writeParams.writeCommand.fileName}' to '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' resulting in {result.serializedObjects.Count} objects in the serialized file."); //Debug.Log($"Archived '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' to '{cacheFilePath}' resulting in {crc} CRC."); return(crc != 0); } }
public static bool BuildSceneBundle(GUID sceneGuid, string cacheFilePath, BuildTarget target, bool collectDependencies = false, HashSet <Entities.Hash128> dependencies = null, HashSet <System.Type> types = null) { using (new BuildInterfacesWrapper()) using (new SceneStateCleanup()) { Directory.CreateDirectory(k_TempBuildPath); var scene = sceneGuid.ToString(); var scenePath = AssetDatabase.GUIDToAssetPath(scene); // Deterministic ID Generator var generator = new Unity5PackedIdentifiers(); // Target platform settings & script information var settings = new BuildSettings { buildFlags = ContentBuildFlags.None, target = target, group = BuildPipeline.GetBuildTargetGroup(target), typeDB = null }; // Inter-asset feature usage (shader features, used mesh channels) var usageSet = new BuildUsageTagSet(); var dependencyResults = ContentBuildInterface.CalculatePlayerDependenciesForScene(scenePath, settings, usageSet); // Bundle all the needed write parameters var writeParams = new WriteSceneParameters { // Target platform settings & script information settings = settings, // Scene / Project lighting information globalUsage = dependencyResults.globalUsage, // Inter-asset feature usage (shader features, used mesh channels) usageSet = usageSet, // Scene being written out scenePath = scenePath, // Serialized File Layout writeCommand = new WriteCommand { fileName = generator.GenerateSceneInternalFileName(scenePath), internalName = generator.GenerateSceneBundleInternalFileName(scenePath), serializeObjects = new List <SerializationInfo>() // Populated Below }, // External object references referenceMap = new BuildReferenceMap(), // Populated Below // External object preload preloadInfo = new PreloadInfo(), // Populated Below sceneBundleInfo = new SceneBundleInfo { bundleName = scene, bundleScenes = new List <SceneLoadInfo> { new SceneLoadInfo { asset = sceneGuid, address = scenePath, internalName = generator.GenerateInternalFileName(scenePath) } } } }; // The requirement is that a single asset bundle only contains the ObjectManifest and the objects that are directly part of the asset, objects for external assets will be in their own bundles. IE: 1 asset per bundle layout // So this means we need to take manifestObjects & manifestDependencies and filter storing them into writeCommand.serializeObjects and/or referenceMap based on if they are this asset or other assets foreach (var obj in dependencyResults.referencedObjects) { // MonoScripts need to live beside the MonoBehavior (in this case ScriptableObject) and loaded first. We could move it to it's own bundle, but this is safer and it's a lightweight object var type = ContentBuildInterface.GetTypeForObject(obj); if (obj.guid == GUIDHelper.UnityBuiltinResources) { // For Builtin Resources, we can reference them directly // TODO: Once we switch to using GlobalObjectId for SBP, we will need a mapping for certain special cases of GUID <> FilePath for Builtin Resources writeParams.referenceMap.AddMapping(obj.filePath, obj.localIdentifierInFile, obj); } else if (type == typeof(MonoScript)) { writeParams.writeCommand.serializeObjects.Add(new SerializationInfo { serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj) }); writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj); } else if (collectDependencies || obj.guid == sceneGuid) { writeParams.writeCommand.serializeObjects.Add(new SerializationInfo { serializationObject = obj, serializationIndex = generator.SerializationIndexFromObjectIdentifier(obj) }); writeParams.referenceMap.AddMapping(writeParams.writeCommand.internalName, generator.SerializationIndexFromObjectIdentifier(obj), obj); } else if (obj.guid == GUIDHelper.UnityBuiltinExtraResources) { var convGUID = obj.guid; GUIDHelper.PackBuiltinExtraWithFileIdent(ref convGUID, obj.localIdentifierInFile); writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(convGUID), generator.SerializationIndexFromObjectIdentifier(obj), obj); dependencies?.Add(convGUID); } else if (!obj.guid.Empty()) { writeParams.referenceMap.AddMapping(generator.GenerateAssetBundleInternalFileName(obj.guid), generator.SerializationIndexFromObjectIdentifier(obj), obj); } // This will be solvable after we move SBP into the asset pipeline as importers. if (!obj.guid.Empty() && obj.guid != sceneGuid && type != typeof(MonoScript) && !GUIDHelper.IsBuiltin(obj.guid)) { dependencies?.Add(obj.guid); } if (type != null) { types?.Add(type); } } // Write the serialized file var result = ContentBuildInterface.WriteSceneSerializedFile(k_TempBuildPath, writeParams); // Archive and compress the serialized & resource files for the previous operation var crc = ContentBuildInterface.ArchiveAndCompress(result.resourceFiles.ToArray(), cacheFilePath, UnityEngine.BuildCompression.Uncompressed); // Because the shader compiler progress bar hooks are absolute shit EditorUtility.ClearProgressBar(); //Debug.Log($"Wrote '{writeParams.writeCommand.fileName}' to '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' resulting in {result.serializedObjects.Count} objects in the serialized file."); //Debug.Log($"Archived '{k_TempBuildPath}/{writeParams.writeCommand.internalName}' to '{cacheFilePath}' resulting in {crc} CRC."); return(crc != 0); } }