• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by shalom · Mar 29, 2011 at 05:06 PM · assetbundleexport

problem exporting asset bundles

Hey. i am having a little problem with the ExportResource.js script in unity 3. i select the scene file,right clicking it and clicking "select dependencies". after that i click on "build asset bundle from selection - track dependencies" in order to create a single assetbundle. now here's the problem : it does create the file,yet it seems to fail to include the scene prefab,and i am afraid that's what causing me to be unable to load that asset bundle in runtime. this is the error i am getting :

Asset bundles can not include Editor Objects (DefaultAsset): assets/bundle/gallery1.prefab.

UnityEditor.BuildPipeline:BuildAssetBundle(Object, Object[], String, BuildAssetBundleOptions) exportresource_203:ExportResource() (at Assets/Editor/exportresource_203.js:12)

and the code inside the script that exports the asset bundle :

@MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")

static function ExportResource () { // Bring up save panel var path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. var selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

    BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);  
    Selection.objects = selection;
}

}

@MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking") static function ExportResourceNoTrack () { // Bring up save panel var path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path); } }

i heard that's a bug with unity 3 about exporting asset bundles,yet i couldn't find anything about it. i'll really appreciate it if someone could atleast give me a clue on what's wrong

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Ben 14 · Apr 14, 2011 at 07:17 PM

Hey shalom, As far as I know, you cannot bundle a scene into an asset bundle with the standard BuildPipeline.BuildAssetBundle call. You need to go with BuildPipeline.BuildPlayer with the BuildOptions.BuildAdditionalStreamedScenes flag (Unity Pro only, I'm afraid).

Cheers, Ben

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by dex · Apr 21, 2011 at 02:46 PM

Question, how did you get that "build asset bundle from selection - track dependencies" to show up on right click? do you have right-click during scene running?

and how/where was that script attached to?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

What is the difference between a package and an asset bundle? 1 Answer

Export assetbundle in unity 2 Answers

Is AssetBundle/Export/Import possible at Runtime (exe) for level editor 0 Answers

Problems importing an asset bundle 1 Answer

How to import the object from server to unity 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges