UnityEditor.BuildPipeline.BuildAssetBundleInternal C# (CSharp) Method

BuildAssetBundleInternal() private method

private BuildAssetBundleInternal ( Object mainAsset, Object assets, string assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform, uint &crc ) : bool
mainAsset Object
assets Object
assetNames string
pathName string
assetBundleOptions BuildAssetBundleOptions
targetPlatform BuildTarget
crc uint
return bool
        private static extern bool BuildAssetBundleInternal(Object mainAsset, Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform, out uint crc);
        [Obsolete("BuildAssetBundles signature has changed. Please specify the targetPlatform parameter", true), ExcludeFromDocs]

Usage Example

示例#1
0
 public static bool BuildAssetBundleExplicitAssetNames(UnityEngine.Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
 {
     crc = 0U;
     try
     {
         return(BuildPipeline.BuildAssetBundleInternal((UnityEngine.Object)null, assets, assetNames, pathName, assetBundleOptions, targetPlatform, out crc));
     }
     catch (Exception ex)
     {
         BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildAssetBundleExplicitAssetNames", ex);
         return(false);
     }
 }
All Usage Examples Of UnityEditor.BuildPipeline::BuildAssetBundleInternal