diff --git a/Assets/Editor/AssetBundle/AssetBundleMap.cs b/Assets/Editor/AssetBundle/AssetBundleMap.cs index e6c3fe4d6..b83168ce9 100644 --- a/Assets/Editor/AssetBundle/AssetBundleMap.cs +++ b/Assets/Editor/AssetBundle/AssetBundleMap.cs @@ -353,6 +353,14 @@ public class AssetBundleMap : EditorWindow addBuildAssetsCommon(maps, "config.unity3d", Constants.CsvConfig, "*.csv"); addBuildAssetsCommon(maps, "xml.unity3d", Constants.XmlConfig, "*.xml"); + if (showProcessBar) + EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "UI...", 0.35f); + addBuildAssetsUI(maps); + + if (showProcessBar) + EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Effect...", 0.37f); + addBuildAssetsEffect(maps); + // audio if (showProcessBar) EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Audio...", 0.4f); @@ -378,15 +386,6 @@ public class AssetBundleMap : EditorWindow EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Actor...", 0.7f); addBuildAssetsActor(maps); - if (showProcessBar) - EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Effect...", 0.75f); - - addBuildAssetsEffect(maps); - - if (showProcessBar) - EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "UI...", 0.8f); - addBuildAssetsUI(maps); - if (showProcessBar) EditorUtility.DisplayProgressBar("Generate Bundle Build Map", "Scene...", 0.85f); addBuildAssetsScene(maps); @@ -596,10 +595,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType != "cs") { addData(maps, abName, dependencyAssetName); @@ -639,10 +640,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType != "cs") { addData(maps, abName, dependencyAssetName); @@ -681,10 +684,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" || fileType == "psd") { @@ -725,10 +730,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType != "cs") { addData(maps, abName, dependencyAssetName); @@ -767,10 +774,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" || fileType == "psd") { @@ -825,10 +834,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" || fileType == "psd") { @@ -888,10 +899,12 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType == "jpg" || fileType == "png" || fileType == "tga" || fileType == "tif" || fileType == "psd") { @@ -985,10 +998,14 @@ public class AssetBundleMap : EditorWindow { addData(maps, ShaderAbName, dependencyAssetName); } + // Unity: + // Do not collect all materials into one AssetBundle, otherwise the dependencies will explode and the streaming experience will be terrible. + #if false else if (fileType == "mat") { addData(maps, MatAbName, dependencyAssetName); } + #endif else if (fileType == "prefab") { if (dependencyAssetName.Contains("Scenes/Scene_common"))