I'm confused by the documentation for LoadAllAssetsAtPath. It reads:
*Returns an array of all asset objects at assetPath.
Some asset files may contain multiple objects (such as a Maya file which may contain multiple Meshes and GameObjects). All paths are relative to the project folder. Like: "Assets/MyTextures/hello.png"*
I know some assets contain multiple objects. Would a path such as:
"Assets/BunchOfStuff/"
load all the assets under BunchOfStuff recursively? It doesn't appear so. When I call:
AssetDatabase.LoadAllAssetsAtPath("Assets/SomeDirectory");
As a path that contains child assets, I get two Objects returned. It doesn't matter if there are more assets under that part or no assets at all. Always 2 are returned. I'm not sure what they are.
I'm trying to script an automated build for a bunch of asset bundles containing a large amount of content (text and images). I don't want to have to enumerate all the assets I want included in the case where every asset should be included. I've seen the simplified example scripts but I've not seen any yet that handle a bunch of assets.