Comments (6)
Original comment by Sam Narain (Bitbucket: samnarain, GitHub: samnarain).
@DWSMatt do you mean like when you have Asset A, which normally wouldn't belong to anything, is set to Asset Bundle B on the original Asset A?
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Original comment by Matt D (Bitbucket: DWSMatt, GitHub: DWSMatt).
@samnarain Exactly. It's just so that these assets are not included in the actual shipped binaries and executables of the game.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
I would like to know more detail about the issue.
Do you want to make sure that those assets are excluded from final build, or do you want to make sure those assets are included?
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Original comment by Matt D (Bitbucket: DWSMatt, GitHub: DWSMatt).
So they are excluded. Maybe make it as an option? It's just useful for people like me who are making the transition to bundles so they are visibly marked.
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Unfortunately setting assetBundleName does not exclude the asset from Player build. While assetBundleName does not provide the feature to exclude, my recommendation is to use Label to mark if the asset is already in asset bundle. With ABGT adding Postprocess script will allow you to do it. You can also set assetBundleName with Postprocess script in similar way if you really want to do that.
#!c#
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Text;
using System.Collections.Generic;
/**
Example code for asset bundle build postprocess.
*/
public class LabelAssetBundleAssets : AssetBundleGraph.IPostprocess {
/*
* DoPostprocess() is called when build performed.
* @param [in] reports collection of AssetBundleBuildReport from each BundleBuilders.
*/
public void DoPostprocess (IEnumerable<AssetBundleGraph.AssetBundleBuildReport> buildReports, IEnumerable<AssetBundleGraph.ExportReport> exportReports) {
string[] labels = {"InAssetBundle"};
foreach (var report in buildReports) {
foreach(var assets in report.AssetGroups.Values) {
foreach(var a in assets) {
AssetDatabase.SetLabels(a.data, labels);
a.ReleaseData();
}
}
}
}
}
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Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
I will put this to resolved temporarily - please reopen if proposed fix doesn't work.
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