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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);