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() 30 for 30 Mega Bundle Publisher of the Week Quick Start Bundle New release discounts. We convert the passed platform enum to a string. Static void BuildPlatformBundles(BuildTarget platform) assets files from the free version of unity or unity pro then export the sound,textures,models,prefabs. All the assets (models, textures, sounds, prefabs) are packed into. The files that gets unpacked are almost the same as in a standalone build. BuildPlatformBundles(BuildTarget.iOS) īuildPlatformBundles(BuildTarget.Android) Well, the Unit圓D Obfuscator can unpack a webbuild file (.unit圓d). Here's a look at the process we're using for rebuilding assets, It's only a simple script. 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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