Lets you manage cross-references and dependencies between different asset bundles and player builds.
@MenuItem("Assets/Auto Build Asset Bundles") static function ExportResource () { // Enable cross-references for all following asset bundles files until // we call PopAssetDependencies BuildPipeline.PushAssetDependencies(); var options = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets; // All subsequent resources share assets in this asset bundles // It is up to you to ensure that the shared asset bundle is // loaded prior to loading other resources BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("assetsartwork
lerpzuv.tif"), null, "Shared.unity3d", options); // By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("AssetsArtwork
Lerpz.fbx"), null, "Lerpz.unity3d", options); BuildPipeline.PopAssetDependencies(); // By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("AssetsArtwork
explosive guitex.prefab"), null, "explosive.unity3d", options); BuildPipeline.PopAssetDependencies(); // By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildStreamedSceneAssetBundle( ["Assets/AdditiveScene.unity"], "AdditiveScene.unity3d", BuildTarget.WebPlayer); BuildPipeline.PopAssetDependencies(); BuildPipeline.PopAssetDependencies(); }