[AppleTV]Utility.GetPlatformName() && AssetBundles.Utility.GetPlatformName() not working

Hi guys,

I’m trying to build AssetBundles and add ODR tag on an AppleTV using the AssetBundleManager class and the BuildResources class provided by Unity. In both of those script there is a reference to GetPlatformName, either using Utility.GetPlatformName() or AssetBundles.Utility.GetPlatformName().

BuildScript (AssetBundleManager)

// Choose the output path according to the build target.
string outputPath = Path.Combine(Utility.AssetBundlesOutputPath,  Utility.GetPlatformName());

BuildResources : https://bitbucket.org/Unity-Technologies/assetbundledemo/src/f9171da0c298742fa2e8ec1e81c69ffaa9eef578/demo/Assets/AssetBundleSample/Scripts/Editor/BuildResources.cs?at=default&fileviewer=file-view-default

string root = Path.Combine(AssetBundles.Utility.AssetBundlesOutputPath,
                                   AssetBundles.Utility.GetPlatformName());

Any idea why it does not work on tv os target ?

Thanks

I tried to re-build AssetBundles from the AssetBundle Manager project : Unity Asset Store - The Best Assets for Game Making after switching to tv os platform and it failed. So it seems to be related to tv os.

FYI similar errors have been recently fixed in the asset bundle demo project.

Hi there,

Have you guys had any success with this? I’m trying to use ODR on my Apple TV build and I’m still getting the same error. I’ve downloaded the AssetBundle Manager from the asset store just a moment ago, it’s the latest version.

In this case please try the version from BitBucket https://bitbucket.org/Unity-Technologies/assetbundledemo, the asset store version is known to lag behind.

For anyone still having this problem, that’s exactly what I had to do to solve my problem. Sorry I didn’t come here earlier to clarify.