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Question by Litwin · Mar 29, 2017 at 12:06 AM · c#upgrade

Problem to upgrade BuildPipeline.BuildAssetBundle

Sup guys,

I'm trying to update my project from Unity 4 to version 5, I'm just having trouble now to update the BuildAssetBundle, I read the new document, but found it too abstract for understanding.

Could someone help me to update the code? And explain if possible?

Thank you very much!

      static void ExportAssetBundles(){
          string path = AssetDatabase.GetAssetPath(Selection.activeObject);
  
          BuildAssetBundleOptions option = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets;
  
          if(path.Length !=0 )
          {
              path = path.Replace("Assets/","");
              string [] fileEntries = Directory.GetFiles(Application.dataPath + "/" + path);
  
              foreach(string fileName in fileEntries){
                  string filePath = fileName;    
                  int index = filePath.LastIndexOf("/");
                  filePath = filePath.Substring(index);
                  int indexp = path.LastIndexOf("/");
                  path = path.Substring(0,indexp);
                  string localPath = "Assets/" + path;
              
                  if(index > 0)
                  {
                      localPath += filePath;
                  }
  
                  Object t =AssetDatabase.LoadMainAssetAtPath(localPath);
  
                  if(t != null)
                  { 
                      string bundlepath = "Assets/" + path + "/" +t.name + ".unity3d";
  
                      BuildPipeline.BuildAssetBundle(t,null,bundlepath, option);
                  }
              }     
          }
      }
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avatar image Positive7 · Mar 29, 2017 at 01:01 AM 0
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 private static void ExportAssetBundles()
         {
             var path = AssetDatabase.GetAssetPath(Selection.activeObject);
             if (path.Length == 0) return;
             path = path.Replace("Assets/", string.Empty);
             var fileEntries = Directory.GetFiles(Application.dataPath + "/" + path);
 
             foreach (var fileName in fileEntries)
             {
                 var filePath = fileName;
                 var index = filePath.LastIndexOf("/", StringComparison.Ordinal);
                 filePath = filePath.Substring(index);
                 var indexp = path.LastIndexOf("/", StringComparison.Ordinal);
                 path = path.Substring(0, indexp);
                 var localPath = "Assets/" + path;
 
                 if (index > 0) localPath += filePath;
 
                 var t = AssetDatabase.Load$$anonymous$$ainAssetAtPath(localPath);
 
                 if (t == null) continue;
                 var bundlepath = "Assets/" + path + "/" + t.name + ".unity3d";
 
                 var builds = new AssetBundleBuild[1];
                 builds[0] = new AssetBundleBuild
                                {
                                    assetBundleName = t.name,
                                    assetNames = new[] { bundlepath }
                                };
 
                 BuildPipeline.BuildAssetBundles(
                     bundlepath,
                     builds,
                     BuildAssetBundleOptions.None,
                     BuildTarget.StandaloneWindows);
             }
         }

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