UnityEditor.BuildPipeline.BuildAssetBundlesInternal C# (CSharp) Method

BuildAssetBundlesInternal() private method

private BuildAssetBundlesInternal ( string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest
outputPath string
assetBundleOptions BuildAssetBundleOptions
targetPlatform BuildTarget
return UnityEngine.AssetBundleManifest
        private static extern AssetBundleManifest BuildAssetBundlesInternal(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

Beispiel #1
0
 internal static AssetBundleManifest BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTargetGroup targetPlatformGroup, BuildTarget targetPlatform)
 {
     if (!Directory.Exists(outputPath))
     {
         throw new ArgumentException("The output path \"" + outputPath + "\" doesn't exist");
     }
     return(BuildPipeline.BuildAssetBundlesInternal(outputPath, assetBundleOptions, targetPlatformGroup, targetPlatform));
 }
All Usage Examples Of UnityEditor.BuildPipeline::BuildAssetBundlesInternal