Hello everyone, I encountered some problems while using ScriptableBuildPipline. Since I don’t want to modify my original code related to building AssetBundle, I want to modify some source code of ScriptableBuildPipline to adapt to my current build process, but when I move the ScriptableBuildPipline package After going to the Assets directory and using CompatibilityAssetBundleManifest.BuildAssetBundles, the asset name inside the AssetBundle is in lowercase. However, under PackageManager, the asset name is in all uppercase and lowercase letters. I haven’t even modified the source code, I just moved the position of ScriptableBuildPipline to make it easier for me. Edit, what happened?
public static void Test2()
{
var options = BuildAssetBundleOptions.ChunkBasedCompression
| BuildAssetBundleOptions.DisableLoadAssetByFileName
| BuildAssetBundleOptions.ForceRebuildAssetBundle;
var builds = new List<AssetBundleBuild>();
var build = new AssetBundleBuild();
build.assetBundleName = "Test.ab";
build.assetNames = new string[] { "Assets/Res/map.png" };
builds.Add(build);
string tempDirectory = "Output";
CompatibilityBuildPipeline.BuildAssetBundles(tempDirectory, builds.ToArray(), options, EditorUserBuildSettings.activeBuildTarget);
AssetBundle ab = AssetBundle.LoadFromFile(tempDirectory + "/Test.ab");
string[] names = ab.GetAllAssetNames();
ab.Unload(true);
for (int i = 0; i < names.Length; i++)
{
Debug.Log(names[i]);
}
}