Hello,
My current application plays video - depending the target platform I use MovieTexture or Handheld.PlayFullScreenMovie.
I do manage, I think, to put all MovieTexture references into #if UNTY_STANDLONE block in order to avoid the following message :
But now, when I try to compile for Android for instance, I have this error message :
So the build failed and I don’t know how to tell the build to exclude the Assets/videos folder - I don’t even know if it’s possible.
Thank you.
ps : is there a best practice when it comes to play video and targeting standalone and mobile platform ?
Compile the assets into an AssetBundle, AssetBundles when built have a target platform set.
Now, where you have code that is for your target platform that uses the AssetBundle (between the UNITY_STANDALONE lines). You load the AssetBundle and pull the assets out from it.
Hi,
It means that the application would have to load the asset bundle - so it will need an internet connection, is that right ?
Thank you
You can load asset bundles from disk:
If you don’t want to do that you can also do this: (bit hacky though)
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Do all your builds through a script using BuildPipeline.BuildPlayer
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In the script move any assets somewhere else before doing the build (using AssetDatabase.MoveAsset)
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Do the build and then move the assets back