I’m trying to use the new 5.x way of doing things in creating assetbundles. I’m running into difficulties with including script dlls in these bundles.
If I simply use the editor to set an AssetBundle name, then call BuildPipeline.BuildAssetBundles(“path”), I get an error saying that DLL files are “unrecognized”. So now I’ve created logic to rename DLL files as BYTES files. This is where the problem comes in… when I rename the file via script, the previously set AssetBundle is reset to ‘None’, so when I call BuildAssetBundles(), it’s not getting included in any bundle.
How can I use C# scripting to get/set/preserve the AssetBundle as set in the editor? I didn’t see any API functions that I’d hoped for such as maybe AssetDatabase.AddFileToAssetBundle(), or some such. Did I miss something?
Thanks in advance!