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AssetBundleCreation.cs 860 B
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  • using UnityEditor;
    using UnityEngine;
    using System.IO ;
    /// <summary>
    /// Create asset bundles for different OS
    /// </summary>
    public class AssetBundleCreation
    {
        private static string s_exportPath = "Assets/AssetBundles" ;
    
    #if UNITY_IOS
    
        [MenuItem("ARF/Build AssetBundles iOS")]
    
        static void BuildAllAssetBundlesIOS()
        {
            CheckDirectory();
    
            UnityEditor.XR.ARSubsystems.ARBuildProcessor.PreprocessBuild( BuildTarget.iOS);
            BuildPipeline.BuildAssetBundles( s_exportPath, BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.iOS);
          //  BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS);
    
        }
    #endif
        
        static void CheckDirectory()
        {
            if (!Directory.Exists(s_exportPath))
            {
                Directory.CreateDirectory(s_exportPath);
            }
        }
    }