UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames C# (CSharp) Method

BuildAssetBundleExplicitAssetNames() private method

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

Same methods

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

Usage Example

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

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