If (!AssetDatabase.IsValidFolder(assetBundleDirectory))ĪssetDatabase.CreateFolder("Assets/AssetBundles/", platformFolder) īuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, platform) Ĭurrently we use 'BuildAssetBundleOptions.None' We've also tried the ForceRebuild flag but this has no effect. Build our bundles out to the relevent platform specific folder. String assetBundleDirectory = "Assets/AssetBundles/" + platformFolder String platformFolder = platform.ToString() We convert the passed platform enum to a string. Static void BuildPlatformBundles(BuildTarget platform) BuildPlatformBundles(BuildTarget.iOS) īuildPlatformBundles(BuildTarget.Android) Asset bundles are a way to package and distribute game assets, such as textures, models, audio files, and more. Here's a look at the process we're using for rebuilding assets, It's only a simple script. Unity Asset Bundle Extractor is a powerful tool that allows you to extract and explore the contents of Unity asset bundles. We're having issues with having these bundles correctly update, when changing things on the prefab such as scale or rotation they aren't reflected in the rebuilt asset bundle. These bundles are stored online and downloaded into the main mobile application when relevant. Each AR experience is a prefab marked with a unique asset bundle name. This application is made in Unity.Īlongside this Unity project we have a second project that stores asset bundles exclusively. I have a mobile project which displays various AR experiences to the user via a mobile application.
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