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This question was closed Sep 21, 2017 at 11:39 AM by cezanVBE for the following reason:

The question is answered, right answer was accepted

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Question by cezanVBE · Sep 12, 2017 at 10:53 AM · androidunity 53dassetbundleserver

Server making assetBundles

I am developing an application and i intend to give users the posibility of uploading their own 3D objects. My plan is to let the server place the uploaded objects in a assetbundle and set it aside for the user to download. I have read about assetbundle servers but never with a users input. Does anyone have experience with this or has an idea how to tackle this problem.

Thanks for your help!

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Best Answer

Answer by cezanVBE · Sep 21, 2017 at 11:39 AM

Found the answer using the AssetImporter as i intended in the first place. For some reason I tought I had to instantiate the object in order to bundle it. That was a false assumption and by just adding the project path you can assign a bundlename to a asset.

 foreach (string file in filesInFolder)
 {
     if (!file.Contains(".meta"))
     {
         AssetImporter importer = AssetImporter.GetAtPath("Assets/models/" + file);
         if (importer != null)
         {
             importer.assetBundleName = BundleName;
             Debug.Log("assetBundlesAssigned");

         }
         else
         {
             Debug.Log("No asset selected");
             complete = false;
         }
     }
 }

When all the assets are assigned you can build them as usual like so.

 public static void ExecBuildAssetBundles()
   {
       Debug.Log("Building bundle");
       BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, 
   BuildTarget.Android);
   }
 

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