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Question by VanZeebroeck · Jul 08, 2015 at 10:24 AM · assetbundle

Creating AssetBundles entirely in code in 5.x

I am upgrading my project from 4.6 to 5.1. It uses AssetBundels and I have an editor window to create these AssetBundles.

But the code is obsolete:

 BuildPipeline.BuildAssetBundle(null,
      assets.ToArray(),
      path + item.GetValue("id"),
      BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets,
      BuildTarget.WebPlayer);

I understand how the new system works. But I don't want to set everything up in my editor window and then manually set everything for the assetbundles again in the editor (my script also makes JSON with various information that cannot be stored in an asset bundle, so that still has to be done).

Is there a way to do all the settings through code?

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Answer by pitimoi · Jul 08, 2015 at 08:29 PM

Hello,

The Unity documentation answers this problem in a certain way : Assetbundle Build Documentation

What you have to do is creating an AssetBundleBuild variable which contains all assets informations you need to create your assetbundle (which was your assets.ToArray() ) and then use the new assetbundle build method BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds)

Hope it helps :)

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avatar image VanZeebroeck · Jul 10, 2015 at 05:42 PM 0
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Thanks for the reply. Will test this out next week! But it does look like what I need.

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Answer by mtouverey · Apr 22, 2017 at 01:01 AM

This may as well help some other readers that want to do that from Node.js : https://github.com/mitmadness/AssetBundleCompiler

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