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Make BuildPipeline.BuildAssetBundles accept full path instead of project relative ?

Discussion in 'Asset Bundles' started by JustAnotherDude, Jan 10, 2019.

  1. JustAnotherDude

    JustAnotherDude

    Joined:
    Oct 28, 2013
    Posts:
    128
    From https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildAssetBundles.html

    The method :

    public static AssetBundleManifest BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

    And :
    The outputPath is a path to a folder somewhere within the project folder where the built bundles will be saved (eg, "Assets/MyBundleFolder"). The folder will not be created automatically and the function will simply fail if it doesn't already exist.

    This is very bad, I want to save my assetbundle from one project to another, this limits the functionality...