Closed hiroki-o closed 7 years ago
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Do your "pre/postprocess build" mean building Player(App/exe)?
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
@DWSMatt Added BuildPlayer to built-in node. This will let you streamline build process in building assetbundles and player. By connecting output of Build Asset Bundles will make BuildPlayer aware of asset bundle manifest, so that code stripping will not strip code that are only used in bundles.
I think this is the most straightforward way rather than callbacks, but let me know if this works for you.
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
Resolved in dev. will be part of 1.3
Original comment by Matt D (Bitbucket: DWSMatt, GitHub: DWSMatt).
Hmmm that would be ok but we already have developed a workflow with uTomate. We want to create a workflow where we can use CI with asset bundles. So we want to be able to call it via script like AssetBundleController.BuildBundle or AssetBundleController.BuildAllBundles
Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).
That you can already do with AssetBundleGraphUtility.ExecuteGraph(). Please try it out.
Original report by Matt D (Bitbucket: DWSMatt, GitHub: DWSMatt).
It would be a good idea to be able to call a function that allows you to create all of the asset bundles in the project (Or an array of them) to pre/postprocess build