#Custom Asset Build Process

1 messages · Page 1 of 1 (latest)

normal trench
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I'm looking for a way for Unity to either:

  • not require the user to save the project before building asset bundles
    OR
  • have a custom asset bundle build event that automatically saves the project when you press build.

any help you guys could provide would be greatly appreciated as i'm not entirely sure how to approach this problem. thank you.

cinder crest
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I think some more context is needed. Why is saving something a bad thing? Is this some editor plugin/extension?

normal trench
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right now the build process is just the standard

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but saving isn't necessarily a bad thing, just a difference in the old sdk and the new sdk that we're trying to figure out

cinder crest
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If this is tools for your own project then thats fine. otherwise its against the rules to discuss here

normal trench
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own project, yeah

cinder crest
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Anyway saving the project only means ensuring unity writes all data to disk so that is something you want

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so what things do you either want to avoid saving or detect were saved?

normal trench
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i just want the build button to do whatever's necessary to build it, even if it has a pre-build task to just save the project

cinder crest
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cool and what are those tasks? you tell me 😆

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I dont understand what issues could arrise, if you ensure assets are saved then i presume asset bundle building will work fine

normal trench
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i guess i'll have a more general question - can i set up pre-build tasks in unity?

normal trench
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i notice it says "example build setup"

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can you point me towards the documentation for these build setups please?

cinder crest
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sorry where? And the point of these is to have a function be called when a build is started and/or after

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you can do whatever you want with this

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An example of using postprocess build is to automate changes to an outputted xcode project (for ios)

normal trench