Programatically create bundles
It would be a good idea to be able to call a function that allows you to create all of the asset bundles in the project (Or an array of them) to pre/postprocess build
Comments (6)
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reporter @homae Exactly like that. I'm trying to streamline our build process so we can optionally build our bundles if we want to with the building of a player
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@DWSMatt Added BuildPlayer to built-in node. This will let you streamline build process in building assetbundles and player. By connecting output of Build Asset Bundles will make BuildPlayer aware of asset bundle manifest, so that code stripping will not strip code that are only used in bundles.
I think this is the most straightforward way rather than callbacks, but let me know if this works for you.
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- changed status to resolved
Resolved in dev. will be part of 1.3
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reporter Hmmm that would be ok but we already have developed a workflow with uTomate. We want to create a workflow where we can use CI with asset bundles. So we want to be able to call it via script like AssetBundleController.BuildBundle or AssetBundleController.BuildAllBundles
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That you can already do with AssetBundleGraphUtility.ExecuteGraph(). Please try it out.
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Do your "pre/postprocess build" mean building Player(App/exe)?