Create assetbundle with Pixyz plugin outside Unity Editor

I purchased a Unity Industry license that includes the Pixyz plugin. Currently, I plan to build a project using the Unity Pixyz plugin. The project is built with Unity and exported as a Windows application (.exe) (standalone application, I assume). The app will feature a file browser, which marks CAD files (.CATProduct, .CATPart, .CATShape, etc.) as input resources, along with some Pixyz CAD import settings (e.g., “import metadata,” “import lines,” etc.).

The goal is for the user to build asset bundles from these inputs. The build process should be as follows:

  1. Create a sample scene.
  2. Import CAD files with the specified settings (import into the scene).
  3. Build the asset bundle.
    All of this should happen automatically without opening the Unity Editor.

To meet these requirements, I plan to create a Windows application (.exe) built from Unity. This app will include a config file containing the Unity Editor (Unity 2022.3.19f1) folder downloaded from Unity Hub. The app’s UI will allow users to set the above parameters and then trigger the build via Unity’s command line interface.

Is it possible to achieve this as I’ve outlined? Are there better solutions for building asset bundles from CAD files without opening the Unity Editor?
I would greatly appreciate your help.

Hi @unity_BE8969C7B7E618A88AFE !

Thanks for your post and your interest in PIxyz Plugin :blush:
Unfortunately it is not allowed by our Terms of Services to batch file imports through scripting with Pixyz Plugin. For that, you’ll need to use Pixyz SDK, or alternatively 3D Transformation services from Unity Asset Manager.
Please reach out to our Sales team or Support team for more information!