diff --git a/Assets/Editor/AssetBundleCreation.cs b/Assets/Editor/AssetBundleCreation.cs index a832e50d0735a786661451ff77a00305266af89c..8c57b83f7d546b5cdb3a300969eeeaaebb8d589d 100644 --- a/Assets/Editor/AssetBundleCreation.cs +++ b/Assets/Editor/AssetBundleCreation.cs @@ -13,26 +13,9 @@ public class AssetBundleCreation static void BuildAllAssetBundlesIOS() { CheckDirectory(); - BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS); - } -#endif - -#if UNITY_EDITOR_WIN - [MenuItem("ARF/Build AssetBundles Windows")] - static void BuildAllAssetBundlesWindows() - { - CheckDirectory(); - BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); - } -#endif - - -#if UNITY_ANDROID - [MenuItem("ARF/Build AssetBundles Android")] - static void BuildAllAssetBundlesAndroid() - { - CheckDirectory(); - BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.Android); + UnityEditor.XR.ARSubsystems.ARBuildProcessor.PreprocessBuild( BuildTarget.iOS); + BuildPipeline.BuildAssetBundles( s_exportPath, BuildAssetBundleOptions.ForceRebuildAssetBundle, BuildTarget.iOS); + // BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS); } #endif