| BuildAssetBundleOptions.CompleteAssets) Īn Editor script does not need to be applied to a GameObject, it is instead used by the Editor. Object selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets) īuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,īuildAssetBundleOptions.CollectDependencies String path = "Assets/myAssetBundle.unit圓d" Here is an example of such a script in C#: // Legacy Unity 4 example. All scripts using Editor classes must be placed in a folder named Editor, anywhere in the Assets folder. To create an Asset Bundle you need to use the BuildPipeline editor class. ![]() This information is provided for those working on legacy projects in Unity 4, and speaks assuming you are using Unity 4. (In Unity 5 we provide tools in the editor to assign assets to specific Bundles). In versions of Unity earlier than Unity 5, assets had to be selected and added to bundles using editor scripts alone.
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