Version: 5.6
Method group is Obsolete

BuildPipeline.PopAssetDependencies

매뉴얼로 전환
Obsolete public static void PopAssetDependencies ();

설명

Lets you manage cross-references and dependencies between different asset bundles and player builds.

If a asset bundle has dependencies to other asset bundles, it is your responsibility to make sure the dependent asset bundles are loaded through the WWW class.

When you push asset dependencies it will share all resources on that layer, pushing recursively always inherits the previous dependencies. PushAssetDependencies and PopAssetDependencies must even each other out.

@MenuItem("Assets/Auto Build Asset Bundles")
static function ExportResource () {

// Enable cross-references for all following asset bundles files until // we call PopAssetDependencies BuildPipeline.PushAssetDependencies();

var options = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets;

// All subsequent resources share assets in this asset bundles // It is up to you to ensure that the shared asset bundle is // loaded prior to loading other resources BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("assets/artwork/lerpzuv.tif"), null, "Shared.unity3d", options);

// By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("Assets/Artwork/Lerpz.fbx"), null, "Lerpz.unity3d", options); BuildPipeline.PopAssetDependencies();

// By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildAssetBundle( AssetDatabase.LoadMainAssetAtPath("Assets/Artwork/explosive guitex.prefab"), null, "explosive.unity3d", options); BuildPipeline.PopAssetDependencies();

// By pushing and popping around the asset bundle, this file // will share resources but later asset bundles will not share assets in this resource BuildPipeline.PushAssetDependencies(); BuildPipeline.BuildStreamedSceneAssetBundle( ["Assets/AdditiveScene.unity"], "AdditiveScene.unity3d", BuildTarget.StandaloneWindows); BuildPipeline.PopAssetDependencies();

BuildPipeline.PopAssetDependencies(); }