initial commit

main
t0stiman 2024-11-28 20:11:29 +01:00
commit 9a3621a55d
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BundleBuilder/.gitignore vendored Normal file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
.idea

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fileFormatVersion: 2
guid: e463f34c8ffc76d4185b6ce7b5a69467
folderAsset: yes
DefaultImporter:
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userData:
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using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(BundleBuilder))]
public class BuildButton : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var myScript = (BundleBuilder)target;
if (GUILayout.Button("HEY! Build the bundles."))
{
myScript.BuildIt();
}
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
#if UNITY_EDITOR
public class BundleBuilder : MonoBehaviour
{
public string bundleName;
public string exportFolder;
public void BuildIt()
{
var builds = new List<AssetBundleBuild>();
var asssetBundleFiles = new List<string>();
foreach (var assPath in AssetDatabase.GetAllAssetPaths())
{
//the / in Assets/ is crucial
if (!assPath.StartsWith("Assets/") || assPath.StartsWith("Assets/DontBuildThis"))
{
continue;
}
asssetBundleFiles.Add(assPath);
Debug.Log(assPath);
}
builds.Add(new AssetBundleBuild {
assetBundleName = bundleName,
assetNames = asssetBundleFiles.ToArray()
});
var success = BuildPipeline.BuildAssetBundles(
exportFolder,
builds.ToArray(),
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows64
);
Debug.Log($"success: {success}");
}
}
#endif

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using System.IO;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
public class BundleChecker : MonoBehaviour
{
public string BundleFolder;
public void CheckEm()
{
// var bundlePaths = Directory.GetFiles(Application.dataPath + "/ToCheck");
var bundlePaths = Directory.GetFiles(BundleFolder);
foreach (var bp in bundlePaths)
{
var extension = Path.GetExtension(bp);
if (extension == ".meta" || extension == ".manifest")
{
continue;
}
var assBun = AssetBundle.LoadFromFile(bp);
Debug.Log(assBun.name);
foreach (var assName in assBun.GetAllAssetNames())
{
Debug.Log(assName);
}
}
}
}
#endif

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using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(BundleChecker))]
public class CheckerButton : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var myScript = (BundleChecker)target;
if (GUILayout.Button("Check em"))
{
myScript.CheckEm();
}
}
}
#endif

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MIT License
Copyright (c) 2024 Tostiman
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
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copies or substantial portions of the Software.
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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