Namespace UnityEditor.Build.Pipeline
Classes
BuildCallbacks
Basic implementation of IDependencyCallback, IPackingCallback, IWritingCallback, and IScriptsCallback. Uses Func implementation for callbacks. IDependencyCallback, IPackingCallback IWritingCallback, and IScriptsCallback
BuildContent
Basic implementation of IBuildContent. Stores the list of Assets to feed the Scriptable Build Pipeline. IBuildContent
BuildContext
Basic implementation of IBuildContext. Stores data generated during a build. IBuildContext
BuildDependencyData
Basic implementation of IDependencyData. Stores the dependency and usage data calculated during a build. IDependencyData
BuildExtendedAssetData
Basic implementation of IBuildExtendedAssetData. Stores the extended data about an asset in the build. IBuildExtendedAssetData
BuildParameters
Basic implementation of IBuildParameters. Stores the set of parameters passed into the Scriptable Build Pipeline. IBuildParameters
BuildResults
Basic implementation of IBuildResults. Stores the results for script compilation and content building. IBuildResults
BuildSpriteData
Basic implementation of IBuildSpriteData. Stores the sprite importer data for a sprite asset in the build. IBuildSpriteData
BuildTasksRunner
Basic static class containing default implementations for BuildTask validation and running.
BuildWriteData
Basic implementation of IWriteData. Stores the write information calculated during a build. IWriteData
BundleBuildContent
Basic implementation of IBundleBuildContent. Stores the list of Assets with explicit Asset Bundle layout to feed the Scriptable Build Pipeline. IBundleBuildContent
BundleBuildParameters
Stores the set of parameters passed into Scriptable Build Pipeline when building bundles.
BundleBuildResults
Basic implementation of IBundleBuildResults. Stores the results for script compilation and asset bundle building. IBundleBuildResults
BundleExplictObjectLayout
Optional context object used for overriding the location where specific objects will be serialized
BundleWriteData
Basic implementation of IBundleWriteData. Stores the asset bundle write information calculated during a build. IBundleWriteData
CompatibilityBuildPipeline
Static class exposing convenient methods that match the BuildPipeline BuildAssetBundles(string, BuildAssetBundleOptions, BuildTarget) method, suitable for porting existing projects to the Scriptable Build Pipeline quickly. New projects could consider calling BuildAssetBundles(IBundleBuildParameters, IBundleBuildContent, out IBundleBuildResults) directly.
ContentPipeline
Static class containing the main content building entry points into the Scriptable Build Pipeline.
CustomAssets
Basic implementation of ICustomAssets. Stores the list of Custom Assets generated during the Scriptable Build Pipeline. ICustomAssets
DefaultBuildTasks
Basic static class containing preset build pipeline task collections.
LinearPackedIdentifiers
Generates identifiers linearly for built content. Only deterministic if object order and initial Index is deterministic.
PrefabPackedIdentifiers
Generates a deterministic identifier using a MD5 hash algorithm and does not require object ordering to be deterministic. This algorithm ensures objects coming from the same asset are packed closer together and can improve loading performance under certain situations.
SerializedFileMetaData
Additional MetaData that is associated with a serialized file write result IBuildResults
Unity5PackedIdentifiers
Generates a deterministic identifier using a MD4 hash algorithm and does not require object ordering to be deterministic.
This algorithm generates identical results to what is used internally in BuildPipeline.BuildAssetbundles
.
Enums
DefaultBuildTasks.Preset
Options for different preset build pipelines
ReturnCode
Options for scriptable build pipeline return codes. Int values of these return codes are standardized to 0 or greater for Success and -1 or less for Error.