I don’t know where I should put this, so feel free to move it as needed.
From what I can tell from google, there is no way to tell a build to ignore a folder. We have a use-case where we load a folder’s contents as resources on the iPad/desktop, but on WebGL we load them as streaming assets through a WWW class. We must load them as streaming assets due to limitations of the client and project (let’s not turn into a “use asset bundles” thread … we are where it makes sense :)).
However, we need the files in the resource folder to not compile into the build when outputting WebGL. We have maybe half a gig worth of assets here, so renaming the folder before and after the build is very time consuming, and massively unfriendly to our time and budget.
What is the reason this isn’t built into the BuildPipeline API? Given the amount of platforms, this seems like something that would make multi-platform builds much easier for people when handling which assets get included in the game.
Yep, I agree. It would also be nice if there was an inspector for folders just like the plugin inspector so you could ignore on certain platforms if required.
Also going to add that moving the folder out of the assets (a suggestion I’ve seen on other threads) also changes the .meta data on the contents, which is not at all friendly for version control. Moving it out of the resources but still in the Assets requires it to show the progress bar twice, which is even worse.
Sigh. I’ll get around all of this, but its pretty ridiculous needing to move a folder out then back into the Assets folder just to make it not compile into a specific platform. I’ve seen enough other people ask about this that its clearly not just my isolated need.
How has this not been added to an engine which has so many different platforms a single code base can build to? It seems like a pretty fundamental part of creating a smooth workflow for any project which has this need.