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Assetbundles

Discussion in 'Unity Build Automation' started by mmassi, Sep 13, 2017.

  1. mmassi

    mmassi

    Joined:
    Dec 7, 2015
    Posts:
    2
    How can I create a set of assetbundles in my build, besides the "main" scene as a regular player executable (or apk, or whatever the current target builds to)?

    I have found about the post-build step ("PostProcessBuildAttribute"), but it's not clear how I should use it for this purpose.
    Would it make sense to invoke assetbundle builds from a method marked as such (like, invoking "BuildPipeline" methods from there)?
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    If you navigate to your project in the web dashboard (https://developer.cloud.unity3d.com/), after setting up a build target you can configure Asset Bundle Options by clicking on "Config", then "Show Asset Bundle Options".
    Screen Shot 2017-09-15 at 11.00.49 AM.png

    From there you are taken to a configuration page that allows you to specify which bundles to build and optionally copy to StreamingAssets.
    Screen Shot 2017-09-15 at 11.00.54 AM.png