Google. Android. AppBundle. Editor. AssetBundleBuilder
Provides helper methods for building AssetBundles with various texture compression formats.
Summary
Public static functions |
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BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, AssetPackDeliveryMode deliveryMode, IEnumerable< MobileTextureSubtarget > additionalTextureFormats, BuildAssetBundleOptions assetBundleOptions, bool allowClearDirectory)
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Run one or more AssetBundle builds with the specified texture compression formats.
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BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, MobileTextureSubtarget baseTextureFormat, IEnumerable< MobileTextureSubtarget > additionalTextureFormats, bool allowClearDirectory)
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Dictionary< string, Dictionary< TextureCompressionFormat, string > >
Run one or more AssetBundle builds with the specified texture compression formats.
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Public static functions
BuildAssetBundles
AssetPackConfig BuildAssetBundles( string outputPath, AssetBundleBuild[] builds, AssetPackDeliveryMode deliveryMode, IEnumerable< MobileTextureSubtarget > additionalTextureFormats, BuildAssetBundleOptions assetBundleOptions, bool allowClearDirectory )
Run one or more AssetBundle builds with the specified texture compression formats.
Notes about the outputPath parameter:
- If a relative path is provided, the file paths in the returned AssetPackConfig will be relative paths.
- If an absolute path is provided, the file paths in the returned object will be absolute paths.
- AssetBundle builds for additional texture formats will be created in siblings of this directory. For example, for outputDirectory "a/b/c" and texture format ASTC, there will be a directory "a/b/c#tcf_astc".
- If allowClearDirectory is false, this directory and any sibling directories must be empty or not exist, otherwise an exception is thrown.
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Parameters |
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Returns |
An AssetPackConfig containing file paths to all generated AssetBundles.
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BuildAssetBundles
Dictionary< string, Dictionary< TextureCompressionFormat, string > > BuildAssetBundles( string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, MobileTextureSubtarget baseTextureFormat, IEnumerable< MobileTextureSubtarget > additionalTextureFormats, bool allowClearDirectory )
Run one or more AssetBundle builds with the specified texture compression formats.
This variant allows for overriding the base format and provides a different return type.
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Parameters |
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Returns |
A dictionary from AssetBundle name to TextureCompressionFormat to file outputPath.
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