Hi, I'm trying to generate AssetBundles using a build map (array of `AssetBundleBuild` objects) sent to `BuildPipeline.BuildAssetBundles`, as is shown in the second example in the [documentation][1].
The issue appears when I try to create an asset bundle with a variant, which isn't shown in the documentation (or anywhere online). Assigning non-null-or-empty string to `AssetBundleBuild.assetBundleVariant`, I get a slew of identical errors in the inspector stating the `"Variant folder path cannot be empty."`
The code I am using is:
var builds = new AssetBundleBuild[2];
builds[0] = new AssetBundleBuild
{
assetBundleName = mainBundleName,
assetBundleVariant = "variant1",
assetNames = new[] { "Assets/troops/troop/variant1/troop.prefab" }
};
builds[1] = new AssetBundleBuild
{
assetBundleName = mainBundleName,
assetBundleVariant = "variant2",
assetNames = new[] { "Assets/troops/troop/variant2/troop.prefab" }
};
BuildPipeline.BuildAssetBundles(ASSET_BUNDLE_OUTPUT_PATH, builds, BuildAssetBundleOptions.None,
EditorUserBuildSettings.activeBuildTarget);
Based on the workaround in [this][2] similar issue, I have tried putting the asset I am trying to turn into a bundle into various folder structures with the name of the bundle/variant/etc. all to no avail.
It is worth noting that when assigning the same bundle name and variant to this asset in the inspector and running BuildAssetBundles without a build map it runs fine, but I am trying to create an automated process...
Any help would be greatly appreciated. Thanks!
[1]: https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildAssetBundles.html
[2]: https://issuetracker.unity3d.com/issues/assetbundle-building-assetbundles-with-variants-produces-error-messages-in-editor-console
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