![]() ![]() Now assign the script AssetLoader.cs to any game object and replace the URL with the uploaded file URL. | BuildAssetBundleOptions.CompleteAssets,BuildTarget.Android) Ĭreate the UI with buttons and text on it. ![]() Object selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets) īuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,īuildAssetBundleOptions.CollectDependencies String path = "Assets/AssetBundle/ExampleObject.unit圓d" Here, the build target of asset is android so you can change the target platform to whatever you require. Then define a method in it that will create an asset bundle from the selected asset.įirst define the target path of the created asset bundle in path property. So, we create an editor script named ExportAssetBundles.cs. ![]() To do this you will have one editor script that will create the asset bundle for you. ![]() Refresh the content to see the bundle file. It will create a bundle at AssetBundle directory. Now select prefab and click Assets > Build AssetBundle to create asset bundle of it. ![]()
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