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Question by Sylafrs · Mar 17, 2014 at 10:45 AM · sceneassetbundle

How to create and load an assetBundle containing many scenes and dependancies ?

Hi, I'm basically trying to create a 'Project loader'.

The main idea is to load one asset bundle containing the whole project. So I've tried to create a simple scene containing a cube that rotates (little C# script) but, I didn't figure out how to build an asset bundle that will take AND the scene AND every ressources needed.

Here's my current asset bundle creation script :

 using UnityEngine;
 using UnityEditor;
 using System.Collections.Generic;
 
 public class CreateAssetBundle : EditorWindow {
 
     public const string bundlePath = "AssetBundle.unity3D";
 
     [MenuItem("Bundle/Create")]
     static void Open()
     {
         var w = EditorWindow.GetWindow <CreateAssetBundle>("Create bundle");
         w.MyInit();
         w.Show();
     }
 
     private Dictionary<string, bool> ScenesSelection;
     
     void MyInit()
     {
         Debug.Log("Init window");
         this.ScenesSelection = new Dictionary<string, bool>();
         foreach (var scene in EditorBuildSettings.scenes)
         {
             Debug.Log("Add scene : " + scene.path);
             this.ScenesSelection.Add(scene.path, false);
         }
     }
 
     void OnGUI()
     {
         if (this.ScenesSelection == null)
         {
             this.MyInit();
         }
 
         foreach (var scene in EditorBuildSettings.scenes)
         {
             if (this.ScenesSelection.ContainsKey(scene.path))
             {
                 this.ScenesSelection[scene.path] = EditorGUILayout.Toggle(scene.path, this.ScenesSelection[scene.path]);
             }
         }
 
         if (GUILayout.Button("Create bundle"))
         {
             List<string> selectedScenes = new List<string>();
             foreach (var scene in EditorBuildSettings.scenes)
             {
                 if (this.ScenesSelection[scene.path])
                 {
                     selectedScenes.Add(scene.path);
                 }
             }
 
             BuildPipeline.PushAssetDependencies();
 
             BuildPipeline.BuildPlayer(selectedScenes.ToArray(), bundlePath, BuildTarget.WebPlayer, 
                 BuildOptions.UncompressedAssetBundle | BuildOptions.BuildAdditionalStreamedScenes
             );
 
             BuildPipeline.PopAssetDependencies();
         }
     }        
 }

And here's my current loader :

 using UnityEngine;
 using System.Collections;
 
 public class LoadBundleScene : MonoBehaviour {
 
     public const string bundlePath = "AssetBundle.unity3D";
 
     void Start () 
     {
         AssetBundle assetBundle = AssetBundle.CreateFromFile(bundlePath);
         assetBundle.LoadAll();
         Application.LoadLevelAdditive("MyScene");
     }
 }

The little rotate script :

 using UnityEngine;
 using System.Collections;
 
 public class AutoRotateBehaviour : MonoBehaviour {
 
     private Quaternion q;
     public Vector3 euler;
 
     // Use this for initialization
     void Start () {
         this.q = Quaternion.Euler(this.euler);
     }
     
     // Update is called once per frame
     void LateUpdate () {
         this.transform.rotation *= this.q;
     }
 }

The given error : The class defined in script file named 'AutoRotateBehaviour' does not match the file name!

The message is quite weird : it should say it didn't find the script file instead ! That's strange ^^

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avatar image whydoidoit · Mar 17, 2014 at 12:01 PM 0
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And the file name has exactly the same capitalization?

avatar image Sylafrs · Mar 17, 2014 at 01:00 PM 0
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Yup, and the scene loads and the script file (not in bundle) works perfectly on other scenes :)

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