Don't export Asset Bundles to Build Target Directory

Issue #39 resolved
Matt D created an issue

According to the FAQ here https://docs.unity3d.com/Manual/AssetBundleFAQ.html bundles built on Standalone platforms (apart from shaders) are compatible between all other standalone platforms. Would it be possible to give the users the option not to export to [ExportPath]/[BuildTarget]/ and instead just to [ExportPath]/

Comments (9)

  1. Hiroki Omae

    I would like to propose using [ExportPath]/Standalone/ instead of [ExportPath]/ to be consistent with other platforms, but otherwise this makes sense. This should be part of 1.3.

  2. Matt D reporter

    @homae Can we at least have an option export to the directory without any folder organisation as our game is only going to export to standalone

  3. Hiroki Omae

    @DWSMatt OK - I see your point now. I will think about what UI/Configuration would allow it without much complication, because there are 3 cases here:

    • you don't want platform folder.
    • you want platform folder, but put all Standalone in one.
    • you want platform folder, and want to separate all platforms, including Standalone.
  4. Hiroki Omae

    This issue is now resolved, a bit differently than what was discussed here.

    Bundle Builder node now has option to export in cache directory, or you can directly select directory to build bundles.

    Regarding Unity's specification of Manifest naming, the global manifest will be named using the exporting directory name. so if you build asset bundles to folder "Foo", your global manifest name will also be "Foo" and "Foo.manifest".

    ss1.png

    Also, your asset bundle cache directory is now configurable. you can use both project relative path and full path. Configurable from Project Settings window.

    ss2.png

    I hope this change will solve necessary cases for everyone.

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