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Question by Diet-Chugg · Jul 06, 2015 at 10:50 PM · unity 5assetbundle

Does New AssetBundle Build System in Unity 5 require separate packages for separate platforms

So I'm using the New AssetBundle Build System in Unity 5 and I was wondering if you have to build separate asset bundles for each platform I am targeting? IOS, Android, and WebGL are my targets.

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avatar image Diet-Chugg · Jul 07, 2015 at 10:04 PM 0
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http://docs.unity3d.com/$$anonymous$$anual/abfaq.html

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Answer by Mischa · Jul 07, 2015 at 09:20 PM

Short answer: Yes, every platform needs it's own AssetBundles.

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avatar image Diet-Chugg · Jul 07, 2015 at 09:25 PM 0
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what's the long answer? (I'm interested)

avatar image Mischa · Jul 07, 2015 at 10:54 PM 0
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The easiest way to achieve this is to build your own automated build pipeline. What we do in our projects is to integrate an editor script which automatically builds your project for any platform you want to build. In that pipeline we integrate the AssetBundle building and copy them to a specified folder next to the actual project build. Unity API offers some great methods for this.

That way you can build all your bundles and projects with one click or just simply rebuild the AssetBundles for all plattforms without building the project.

$$anonymous$$eep in $$anonymous$$d that the unity editor is either a windows or osx plattform, that means you won't be able to test your ios or android bundles in the editor.

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