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Question by Lf3THn4D · May 11, 2013 at 06:13 PM · assetbundledependencies

(Asset Bundle) Skip building dependency bundles when building a bundle.

Hi,

As I have read, to build asset bundles that shares dependency, one must use the BuildPipeline.PushAssetDependencies and BuildPipeline.PopAssetDependencies system.

However, if a dependency bundle is already build, say a shared material and texture bundle, How do you avoid rebuilding this bundle everytime we create a new asset bundle or update an asset bundle that references the shared material and texture?

E.G.

  1. BuildPipeline.PushAssetDependencies()

  2. ??? What to do here to get BuildPipeline's state to setup the shared bundle without building ???

  3. BuildPipeline.PushAssetDependencies()

  4. BuildPipeline.BuildAssetBundle() // build new/updated bundle that shares prebuild bundle.

  5. BuildPipeline.PopAssetDependencies()

  6. BuildPipeline.PopAssetDependencies()

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Answer by Lf3THn4D · Nov 26, 2013 at 04:34 PM

To answer my own question. It's impossible. You MUST build all dependent bundles regardless if you have already build it or not.

Would be really cool to have a function like: BuildPipeline.SimulateBuildAssetBundle() which simulates the building process without actually writing to disk.

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