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Question by ina · Apr 09, 2012 at 07:55 PM · androidiosmobileassetbundle

Creating an asset bundle at runtime

Is it possible to create an asset bundle at runtime?

If so, is this asset bundle actually platform dependent. i.e., if it's created at runtime on an Android, it can only be used with an Android; similarly, if it's created at runtime on an iOS, only on iOS?

http://unity3d.com/support/documentation/ScriptReference/BuildPipeline.BuildAssetBundle.html?from=AssetBundle

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Answer by rutter · Apr 10, 2012 at 02:24 AM

As far as I know, the UnityEditor namespace isn't available in any built player. If you can find a way around that, and if that feature doesn't rely on any native Unity code that's stripped in a built player (or you can replace those features, somehow), then I suppose it's possible in theory. Seems like a long shot, though.

Asset bundles are usually platform-dependent. I don't know why generating them at runtime would change that.

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