Fixed BuildScript.BuildAssetBundles so it checks the result of BuildPipeline.BuildAssetBundles and throws an exception when null is returned (error).
Pull request #32 created in Unity-Technologies/assetbundledemo
AssetBundle demo ---------------- This is asset bundle demo for Unity 5 which demonstrates what we can do in the new AssetBundle system. Unity 5.0 beta 21 or later is required. This Project and its Assets are designed to work with the AssetBundle Manager lesson, which can be found on the official Unity "Learn" site here: http://http://unity3d.com/learn/tutorials/modules/intermediate/editor/assetbundles Explanation ----------- The intent of the asset bundle manager is to provide a high-level API and a set of editor utilities to build, test and use asset bundles in a refined workflow, rather than using Unity's low-level AssetBundle API directly. In this demo, we demonstrate: - Automatic asset bundle dependency resolving & loading. Dependencies between asset bundles are tracked in a single "Manifest" asset bundle. This manifest holds information about all asset bundles and their dependencies built for a particular target platform. In this way it's possible to automatically resolve dependent asset bundles before the asset bundle itself is downloaded. - Automatic unloading of asset bundles. When an asset bundle or a dependency thereof is no longer needed, the asset bundle is unloaded. - Editor simulation. Allows to test the project in editor mode without actually building the assetBundles. - Optional setup in which all asset bundles are downloaded. - Build pipeline postprocessor and integration so that building a player builds the asset bundles and puts them into the player data (Default implementation for loading assetbundles from disk on any platform). - AssetBundle variants. A prioritized list of variants that should be used if the asset bundle with that variant exists, first variant in the list is the most preferred etc. Editor utilities and High-level API ----------------------------------- The editor utilities are accessible via Assets>AssetBundles menu. The following utilities are provided: Simulation Mode This is used to control asset bundle simulation in the Editor. When simulation mode is enabled, the editor is in play mode and asset bundles are simulated based on the current build target. Asset bundles can be "used" as if built and deployed without actually building them. Asset bundle variants are not simulated in simulation mode. Build AssetBundles Builds the currently assigned asset bundles for the current target platform. The built asset bundles are placed into "AssetBundles" folder on the root of the project. This folder is configurable. Separate subfolders within AssetBundles folder are used for each target platform. Local AssetBundle Server A local server is created allowing access to the built asset bundles. The asset bundles can be accessed by any test application that has access to the same local network as the computer that the editor runs on. This allows to test the AssetBundle workflow of a project without having to actually deploy built asset bundles. For more information on the high-level API provided by the asset bundle manager, see explanation in the AssetBundleManager.cs file. Scenes ------ There're 4 scenes under Assets/TestScenes folder: AssetLoader.unity Demonstrates how to load a normal asset from asset bundle. Additional information can be found in LoadAssets.cs script. SceneLoader.unity Demonstrates how to load a scene from asset bundle. Additional information can be found in LoadScenes.cs script. VariantLoader.unity Demonstrates how to load variant asset bundle. Additional information can be found in LoadVariants.cs script. Asset bundle variants allow to load different version of the same asset depending on user-defined settings. For example, it's possible to configure low-end devices to use low resolution texture and high-end devices to use high resolution texture. In the demo, the following resources are built: 1. "My Assets HD" folder into "variant/myassets.hd" asset bundle. This is "hd" variant of "myassets" asset bundle. 2. "My Assets SD" folder into "variant/myassets.sd" asset bundle. This is "sd" variant of "myassets" asset bundle. 3. "variant-scene.unity" into "variants/variant-scene.unity3d". This asset bundle contains a scene which uses variant asset bundle: either from "myassets.hd" or "myassets.sd". Assets within variant asset bundles must match across entire family of variants. That is, if one variant provides an asset, all variants must provide some asset with the same name. Variant asset bundles always have an extension, which matches with variant name. E.g. "myassets.hd" asset bundle is "hd" variant of "myassets" asset bundle. The active variant may be changed in LoadVariants.cs. Please also refer to AssetBundleManager.RemapVariantName() to see how to resolve the correct AssetBundle according to the active variant. Asset bundle variants may not be simulated in editor. TanksLoader.unity Demonstrates how to load different variant asset bundles dynamically. On iOS this scene works properly only if on-demand resources are disabled. On-demand resource and App slicing usage on iOS ------------------------------- In order to demo on-demand resources or app slicing, corresponding option must be enabled in the player settings. No other changes are needed. After loading scene, you should see something like the following in the Xcode console: [AssetBundleManager] Requesting bundle iOS through ODR [AssetBundleManager] Requesting bundle cube-bundle through ODR [AssetBundleManager] Requesting bundle material-bundle through ODR The AssetLoader and SceneLoader scenes should result in flying cubes. The Variant loader scene should result in different scenes depending on devices: on iPads on should see "High-res" text, and "Low-res" text otherwise. This scene demonstrates sliced resources that are loaded both on-demand and statically included into initial application bundle. License ------- The project is released by Unity Technologies under the MIT/X11 license; see the LICENSE file. This means that you pretty much can customize and embed it in any software under any license without any other constraints than preserving the copyright and license information while adding your own copyright and license information. You can keep the source to yourself or share your customized version under a compatible license.