Static Public Member Functions | Properties | List of all members
AssetBundleUtils Class Reference

Detailed Description

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]
 
static bool  IsAssetEditing [get]
 

Member Function Documentation

◆ AddToStash()

static void AddToStash ( string  assetPath )
inlinestatic

Add the asset to the stash.

Expect to begin with "Assets/"

◆ CleanCache()

static void CleanCache ( )
inlinestatic

Call Unity's cache cleaner.

Works in Editor too.

◆ CloseStash()

static void CloseStash ( )
inlinestatic

Restore all files to pre-OpenStash point

◆ GetEditorLibCompiledTarget()

static string GetEditorLibCompiledTarget ( )
inlinestatic

What platform was this library built for?

This is for debugging purposes only!

Returns

◆ GetPlatformForAssetBundles() [1/2]

static string GetPlatformForAssetBundles ( )
inlinestatic

Make consistent strings between runtime and build-time for what the "current platform" is.

Returns
string or null if not known.

◆ GetPlatformForAssetBundles() [2/2]

static string GetPlatformForAssetBundles ( BuildTarget  target )
inlinestatic

Make consistent strings between runtime and build-time for what the "current platform" is.

Parameters
target As gotten from EditorUserBuildSettings.activeBuildTarget
Returns
string or null if not known.

◆ OpenStash()

static void OpenStash ( )
inlinestatic

Create an undo point

◆ PrepareStash()

static void PrepareStash ( )
inlinestatic

Before any builds begin

◆ ShutdownStash()

static void ShutdownStash ( )
inlinestatic

After all builds complete

◆ StartAssetEditing()

static void StartAssetEditing ( )
inlinestatic

Same idea as AssetDatabase.StartAssetEditing, but reference counted to avoid unnecessary calls.

◆ StopAndSaveAssetEditing()

static void StopAndSaveAssetEditing ( )
inlinestatic

Stops, saves, and forces import, with reference counting.

Property Documentation

◆ AssetEditRefCount

int AssetEditRefCount
staticget

When larger than 0, we are editing.

For debugging use only

◆ IsAssetEditing

bool IsAssetEditing
staticget

For error checking purposes only