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asset-bundle-builder's Issues

Specify bundles to build with RuntimePlatform

AssetBundleBuilder.BuildAssetBundles() allows the user to specify a BuildTarget to explicitly specify which platform to build a bundle for. To a degree this makes sense, since Unity's underlying build API also takes a BuildTarget as a parameter, however it's inconsistent with how we try to use RuntimePlatform everywhere else.

As part of the design of asset-bundle-builder, I decided to standardize around RuntimePlatform instead of BuildTarget because RuntimePlatform more accurately reflects what platform a built asset bundle supports. To avoid confusion and keep the API consistent, we should remove all usage of BuildTarget from the public API and replace it with RuntimePlatform. We can always determine what build target to use from the runtime platform, and that can be kept as an implementation detail that doesn't need to be exposed to the user.

Hashes in AssetBundleDescription do not match hashes for generated bundles

When using AssetBundleManager.GenerateBundleDescriptions() to generate the asset bundle descriptions for multiple platforms, the resulting hashes will be incorrect for any platform that isn't set as the editor's active build target. For example, if the editor is currently set with Android as the active build target and you call GenerateBundleDescriptions() with Android and iOS, the hash for the Android platform will be correct but the hash for IPhonePlayer will be wrong. In this case, "correct" means that the hash matches the hash generated when actually building the bundle.

After some investigation, it appears that the active build target selected in the editor influences the hash that is generated from the build process, regardless of what target platform the asset bundle is actually being built for. For example, building an asset bundle for Android while the active build target is Android will result in a different hash than when building the same asset bundle for Android while the active build target is iOS. In both cases the generated file will be identical (i.e. if you do an md5 checksum of the generated file, it will be the same regardless of the active build target), but Unity will report a different hash in both cases.

I've made a post on the forums in the hopes of getting some clarification around this behavior. If this isn't something that can be worked around, GenerateBundleDescriptions() may need to be removed as it will never generate correct hashes for all platforms.

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