UnityEditor.BuildPipeline.BuildAssetBundlesWithInfoInternal C# (CSharp) Method

BuildAssetBundlesWithInfoInternal() private method

private BuildAssetBundlesWithInfoInternal ( string outputPath, AssetBundleBuild builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest
outputPath string
builds AssetBundleBuild
assetBundleOptions BuildAssetBundleOptions
targetPlatform BuildTarget
return UnityEngine.AssetBundleManifest
        private static extern AssetBundleManifest BuildAssetBundlesWithInfoInternal(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
        /// <summary>

Usage Example

示例#1
0
        public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, [DefaultValue("BuildAssetBundleOptions.None")] BuildAssetBundleOptions assetBundleOptions, [DefaultValue("BuildTarget.WebPlayer")] BuildTarget targetPlatform)
        {
            if (!Directory.Exists(outputPath))
            {
                Debug.LogError("The output path \"" + outputPath + "\" doesn't exist");
                return(null);
            }
            if (builds == null)
            {
                Debug.LogError("AssetBundleBuild cannot be null.");
                return(null);
            }
            AssetBundleManifest result;

            try
            {
                result = BuildPipeline.BuildAssetBundlesWithInfoInternal(outputPath, builds, assetBundleOptions, targetPlatform);
            }
            catch (Exception exception)
            {
                BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildAssetBundles", exception);
                result = null;
            }
            return(result);
        }
All Usage Examples Of UnityEditor.BuildPipeline::BuildAssetBundlesWithInfoInternal