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Merge branch 'main' into fix/increase-disable-limits-for-LODs
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dalkia authored Nov 13, 2024

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2 parents 57cb019 + 45f4d94 commit a6d3a48
Showing 4 changed files with 16 additions and 16 deletions.
1 change: 1 addition & 0 deletions .github/workflows/manual-deploy.yml
Original file line number Diff line number Diff line change
@@ -8,6 +8,7 @@ on:
type: choice
options:
- dev
- stg
- prd
default: prd
description: Environment
4 changes: 2 additions & 2 deletions Dockerfile
Original file line number Diff line number Diff line change
@@ -52,8 +52,8 @@ ENV PATH=$NVM_DIR/versions/node/$NODE_VERSION/bin:$PATH

# Change this value ONLY if we have done breaking changes for every material, doing so is VERY costly
ENV AB_VERSION=v13
ENV AB_VERSION_WINDOWS=v28
ENV AB_VERSION_MAC=v28
ENV AB_VERSION_WINDOWS=v29
ENV AB_VERSION_MAC=v29

# NODE_ENV is used to configure some runtime options, like JSON logger
ENV NODE_ENV=production
Original file line number Diff line number Diff line change
@@ -1,16 +1,15 @@
using AssetBundleConverter;
using AssetBundleConverter.Editor;
using AssetBundleConverter.Wrappers.Implementations.Default;
using AssetBundleConverter.Wrappers.Interfaces;
using GLTFast;
using System;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using AssetBundleConverter;
using AssetBundleConverter.Editor;
using AssetBundleConverter.Wrappers.Interfaces;
using Cysharp.Threading.Tasks;
using GLTFast;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
@@ -953,7 +952,8 @@ public virtual bool BuildAssetBundles(BuildTarget target, out IAssetBundleManife

// 1. Convert flagged folders to asset bundles only to automatically get dependencies for the metadata
manifest = env.buildPipeline.BuildAssetBundles(settings.finalAssetBundlePath,
BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.AssetBundleStripUnityVersion,
BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle |
BuildAssetBundleOptions.AssetBundleStripUnityVersion,
target);

if (manifest == null)
@@ -978,7 +978,8 @@ public virtual bool BuildAssetBundles(BuildTarget target, out IAssetBundleManife

// 3. Convert flagged folders to asset bundles again but this time they have the metadata file inside
manifest = env.buildPipeline.BuildAssetBundles(settings.finalAssetBundlePath,
BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.AssetBundleStripUnityVersion,
BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle |
BuildAssetBundleOptions.AssetBundleStripUnityVersion,
target);

var afterSecondBuild = EditorApplication.timeSinceStartup;
Original file line number Diff line number Diff line change
@@ -1,18 +1,14 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using AssetBundleConverter.LODsConverter.Utils;
using AssetBundleConverter.Wrappers.Interfaces;
using DCL;
using DCL.ABConverter;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using Object = UnityEngine.Object;
using SystemWrappers = AssetBundleConverter.Wrappers.Implementations.Default.SystemWrappers;

public class LODConversion
{
@@ -218,7 +214,8 @@ public void BuildAssetBundles(BuildTarget target)

// 1. Convert flagged folders to asset bundles only to automatically get dependencies for the metadata
var manifest = buildPipeline.BuildAssetBundles(lodPathHandler.outputPath,
BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.AssetBundleStripUnityVersion,
BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle |
BuildAssetBundleOptions.AssetBundleStripUnityVersion,
target);

if (manifest == null)
@@ -245,7 +242,8 @@ public void BuildAssetBundles(BuildTarget target)

// 3. Convert flagged folders to asset bundles again but this time they have the metadata file inside
buildPipeline.BuildAssetBundles(lodPathHandler.outputPath,
BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.AssetBundleStripUnityVersion,
BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.ForceRebuildAssetBundle |
BuildAssetBundleOptions.AssetBundleStripUnityVersion,
target);
}

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