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選択したフォルダの階層構造を保ったままAssetBundleにする

Last updated at Posted at 2014-05-20

Unity5では階層構造を保ったままAssetBundleにできるらしく、このような記事も「今更かよ....」とか思われそうではありますが、AssetBundle関連の記事は少ないように思いましたので投稿させて頂きました。

以下、コードになります。

BuildAssetBundle

public class BuildAssetBundles
{

    [ MenuItem("Assets/Build AssetBundle/WebPlayer ExplicitAssetNames")]
    static void BuildAssetBundle_ExplicitAssetNames_WebPlayer ()
    {

        //AssetBundleにするフォルダを選択.
        string selectPath = EditorUtility.OpenFolderPanel( "フォルダを選択して下さい", Application.dataPath, "FolderName");
        if( selectPath.Length == 0 )
        {
            Debug.Log( "フォルダ選択エラー" );
            return;
        }

        //選択したフォルダはプロジェクトに存在するかチェック.
        if( selectPath.IndexOf( Application.dataPath ) < 0 )
        {
            Debug.Log("選択したフォルダは作業中のプロジェクトに存在しません");
            return;
        }

        //プロジェクト名を取得.
        string prjName = Application.dataPath.Replace("/Assets", "");
        prjName = prjName.Substring(prjName.LastIndexOf("/") + 1);

        //出力パスを指定.
        string outPath = EditorUtility.SaveFilePanel("Save Resources", "", prjName, "unity3d");
        if( outPath.Length == 0 )
        {
            return;
        }

        //オブジェクト名のみになるように整形.
        string[] names = Directory.GetFiles( selectPath, "*.*", SearchOption.AllDirectories);
        for( int i = 0 ; i < names.Length ; i++ )
        {
            string path = names[ i ];
            path = path.Replace( "\\", "/" );
            path = path.Replace( selectPath + "/", "" );
            path = path.Substring( 0, path.LastIndexOf( "." ) );
            names[ i ] = path;
        }

        //Resourcesからのパスに整形.
        string resPath = selectPath.Replace( Application.dataPath + "/Resources/", "" );
        resPath += "/";

        //Assetの配列を作成.
        Object[] assets = new Object[names.Length];
        for( int i = 0 ; i < names.Length ; i++ )
        {
            assets[i] = Resources.Load( resPath + names[i] );
        }

        //AssetBundleを出力.
        BuildPipeline.BuildAssetBundleExplicitAssetNames( assets, names, outPath,
                                                BuildAssetBundleOptions.CollectDependencies | 
                                                BuildAssetBundleOptions.CompleteAssets |
                                                BuildAssetBundleOptions.DeterministicAssetBundle
                                             );

        //終了ログ.
        Debug.Log("Build is finished!");
    }

}

http://blog.douga-kan.com/lagoon/blog/2012/11/07/%E3%80%90unity%E3%80%91android%E3%82%A2%E3%83%97%E3%83%AA%E9%96%8B%E7%99%BA-%E5%82%99%E5%BF%98%E9%8C%B2%E2%91%B1%E3%80%80assetbundle%E3%81%A7%E3%83%95%E3%82%A9%E3%83%AB%E3%83%80%E6%A7%8B%E9%80%A0/
こちらをやる上で参考にさせて頂いた記事になります。
記事をお書きになったmush様、大変参考になりました。この場を借りてお礼申し上げます。

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