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@clucle
Last active September 25, 2023 20:02
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Unity Build DLC for Mobile (Android, iOS, OSX)
using UnityEditor;
using UnityEngine;
using System.IO;
public class BuildAsssetBundles : MonoBehaviour {
[MenuItem ("Bundles/Build AssetBundles")]
static void BuildAllAssetBundles () {
var path = "./AssetsBundle/default";
if (!Directory.Exists(path)) {
Directory.CreateDirectory(path);
}
BuildPipeline.BuildAssetBundles (path, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSXUniversal);
}
[MenuItem ("Bundles/Build iOS Bundles")]
static void BuildAllAssetBundlesIOS() {
var path = "./AssetsBundle/iOS";
if (!Directory.Exists(path)) {
Directory.CreateDirectory(path);
}
BuildPipeline.BuildAssetBundles (path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.iOS);
}
[MenuItem ("Bundles/Build Android Bundles")]
static void BuildAllAssetBundlesAndroid ()
{
var path = "./AssetsBundle/Android";
if (!Directory.Exists(path)) {
Directory.CreateDirectory(path);
}
BuildPipeline.BuildAssetBundles (path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.Android);
}
}
/*
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0) {
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.iOS);
Selection.objects = selection;
}
*/
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