UnityEditor.BuildPipeline.BuildAssetBundle C# (CSharp) Method

BuildAssetBundle() private method

private BuildAssetBundle ( Object mainAsset, Object assets, string pathName ) : bool
mainAsset Object
assets Object
pathName string
return bool
        public static bool BuildAssetBundle(Object mainAsset, Object[] assets, string pathName)
        {
            return WebPlayerAssetBundlesAreNoLongerSupported();
        }

Same methods

BuildPipeline::BuildAssetBundle ( Object mainAsset, Object assets, string pathName, BuildAssetBundleOptions assetBundleOptions ) : bool
BuildPipeline::BuildAssetBundle ( Object mainAsset, Object assets, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : bool
BuildPipeline::BuildAssetBundle ( Object mainAsset, Object assets, string pathName, uint &crc ) : bool
BuildPipeline::BuildAssetBundle ( Object mainAsset, Object assets, string pathName, uint &crc, BuildAssetBundleOptions assetBundleOptions ) : bool
BuildPipeline::BuildAssetBundle ( Object mainAsset, Object assets, string pathName, uint &crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : bool

Usage Example

示例#1
0
        public static bool BuildAssetBundle(UnityEngine.Object mainAsset, UnityEngine.Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
        {
            BuildTargetGroup buildTargetGroup = BuildPipeline.GetBuildTargetGroup(targetPlatform);

            return(BuildPipeline.BuildAssetBundle(mainAsset, assets, pathName, out crc, assetBundleOptions, buildTargetGroup, targetPlatform));
        }
All Usage Examples Of UnityEditor.BuildPipeline::BuildAssetBundle