Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RickBlick · Oct 04, 2011 at 06:01 PM · unityeditorassetbundle

Standalone app for building asset bundles

I have need of a standalone utility which can create an asset bundle from a folder containing WAV and TXT files. I created an Editor script which uses the AssetDatabase and BuildPipeline classes to do what I need, but then discovered that the UnityEditor namespace is not available in runtime builds. Ouch!

So what are my options here? If I knew the internal format of an AssetBundle then I could write an applet (outside of Unity) to accomplish the same thing, but it doesn't look like that format has been published anywhere. Has anyone tried to reference the UnityEditor DLLs from a regular Visual Studio project?

Any thoughts? Am I missing something obvious?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Ben 14 · Nov 08, 2011 at 04:46 PM

We use a secondary Unity project to store all asset that have no direct link to the scenes and we build them as assetbundles there. If you don't want to do that manually, you can launch the editor in command line mode to do some custom processing; see here:

http://unity3d.com/support/documentation/Manual/Command%20Line%20Arguments.html

Obviously, it means you need to have these assets as part of a Unity project. Does that help? Any reason why you would not want to have your WAV adn TXT files inside a (other) Unity project?

Ben

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by RickBlick · Nov 09, 2011 at 10:18 PM

Thanks Ben, that's interesting. I didn't know we could run the editor from the command line. We might be able to do something with that. The real problem is that the content for our Unity app is created with an editor which runs on Windows, and the users who are creating content typically do not have Unity themselves, nor are they programmers, nor can they be expected to download and run Unity. So we just need a standalone Windows utility that can turn their content into a Unity bundle, which they can then upload via iTunes into the Unity-based player.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to import the object from server to unity 2 Answers

WebGl build error cannot build player while editor is importing assets or compiling scripts 0 Answers

Recursive multiple unity package import and asset bundle build that works in unity 5.6, 2017 and 2018.1.6 does not work in unity 2018.2.X 0 Answers

namespace name `UnityEditor' could not be found 5 Answers

Create AssetBundle from FBX or GameObjects in your scene 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges