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Question by mesengun · Mar 23, 2021 at 02:21 PM · assetbundle

Build Addressable/Assetbundle in a unity app

In a unity windows desktop app, I want to create assetbundles from scene objects (3d models, images etc.) and send them to server, so that the client application (a unity Hololens app) can download, load and display them. For building assetbundles, documentation has the following code:

 using UnityEngine;
 using UnityEditor;
 
 public class BuildAssetBundlesBuildMapExample : MonoBehaviour
 {
     [MenuItem("Example/Build Asset Bundles Using BuildMap")]
     static void BuildMapABs()
     {
         // Create the array of bundle build details.
         AssetBundleBuild[] buildMap = new AssetBundleBuild[2];
 
         buildMap[0].assetBundleName = "enemybundle";
 
         string[] enemyAssets = new string[2];
         enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg";
         enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg";
 
         buildMap[0].assetNames = enemyAssets;
         buildMap[1].assetBundleName = "herobundle";
 
         string[] heroAssets = new string[1];
         heroAssets[0] = "char_hero_beanMan";
         buildMap[1].assetNames = heroAssets;
 
         BuildPipeline.BuildAssetBundles("Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
     }
 }

which is an editor script. Is there a way to run this script in a unity application? Or, Which approach should be considered for such a use case? Thanks in advance.

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