Tools to smooth out interfacing with Unity asset server
Static Public Member Functions | |
static string | GetPlatformForAssetBundles (BuildTarget target) |
static string | GetPlatformForAssetBundles () |
static string | GetEditorLibCompiledTarget () |
static void | StartAssetEditing () |
static void | StopAndSaveAssetEditing () |
static void | PrepareStash () |
static void | ShutdownStash () |
static void | OpenStash () |
static void | AddToStash (string assetPath) |
static void | CloseStash () |
static void | CleanCache () |
Properties | |
static int |
AssetEditRefCount [get]
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static bool |
IsAssetEditing [get]
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inlinestatic |
Add the asset to the stash.
Expect to begin with "Assets/"
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inlinestatic |
Call Unity's cache cleaner.
Works in Editor too.
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inlinestatic |
Restore all files to pre-OpenStash point
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inlinestatic |
What platform was this library built for?
This is for debugging purposes only!
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inlinestatic |
Make consistent strings between runtime and build-time for what the "current platform" is.
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inlinestatic |
Make consistent strings between runtime and build-time for what the "current platform" is.
target | As gotten from EditorUserBuildSettings.activeBuildTarget
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inlinestatic |
Create an undo point
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inlinestatic |
Before any builds begin
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inlinestatic |
After all builds complete
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inlinestatic |
Same idea as AssetDatabase.StartAssetEditing, but reference counted to avoid unnecessary calls.
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inlinestatic |
Stops, saves, and forces import, with reference counting.
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staticget |
When larger than 0, we are editing.
For debugging use only
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staticget |
For error checking purposes only