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Question by UweR7 · Aug 13, 2017 at 07:18 PM · prefabeditor-scriptingassetbundle

How to store a prefab in an AssetBundle dynamically by an Editor Script?

Assume the prefab creation works fine:

 var prefab = PrefabUtility.CreatePrefab("Assets/Prefabs/myPrefab.prefab", myGameObject, ReplacePrefabOptions.Default);

Means "prefab" is not null.

But now I want to store/save the prefab in an AssetBundle. How is this archived? My try:

  var buildMap = new List<AssetBundleBuild> {
             new AssetBundleBuild {
                     assetBundleName = "MyPrefab in an AssetBundle",
                     assetNames = new [] { AssetDatabase.GetAssetPath(prefab) }
             }
     };
     var manifest = BuildPipeline.BuildAssetBundles("Assets/AssetBundle/uweTest.unity3d",
                                             buildMap.ToArray(),
     BuildAssetBundleOptions.None,
     BuildTarget.StandaloneWindows);


Any help would be great! Thanks in advance!

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Answer by UweR7 · Aug 20, 2017 at 08:21 AM

The code abaove works fine. It does NOT contain any error. But: The prefab was NOT build/created because the project contained "other errors" that prevent "the system" to reach the "player" mode. After fixed these errors, the code worked as expected (and returned a non null value as manifest)

Strange unity editor behavior, because why was all other code running perfectly but not building the AssetBundle.

Hope this helps someone else.

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avatar image UweR7 · Aug 20, 2017 at 08:23 AM 0
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Also strange: No one gave me a hint. Conclusion: $$anonymous$$y question was too stupid or the unity and/or the community is death!?

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