update asset bundle builder
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@@ -9,10 +9,10 @@ namespace UnityEditor.Build.Pipeline.Tasks
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{
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public static class SBPBuildTasks
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{
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public static IList<IBuildTask> Create(string builtInShaderBundleName)
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public static IList<IBuildTask> Create(bool fixSpriteAtlasRedundancy, string builtInShaderBundleName)
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{
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var buildTasks = new List<IBuildTask>();
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// Setup
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buildTasks.Add(new SwitchToBuildPlatform());
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buildTasks.Add(new RebuildSpriteAtlasCache());
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@@ -33,20 +33,21 @@ namespace UnityEditor.Build.Pipeline.Tasks
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// Packing
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buildTasks.Add(new GenerateBundlePacking());
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buildTasks.Add(new RemoveSpriteAtlasRedundancy()); // Fix for SpriteAtlas Redundancy
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if (fixSpriteAtlasRedundancy)
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buildTasks.Add(new RemoveSpriteAtlasRedundancy());
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buildTasks.Add(new UpdateBundleObjectLayout());
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buildTasks.Add(new GenerateBundleCommands());
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buildTasks.Add(new GenerateSubAssetPathMaps());
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buildTasks.Add(new GenerateBundleMaps());
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buildTasks.Add(new PostPackingCallback());
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// Writing
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buildTasks.Add(new WriteSerializedFiles());
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buildTasks.Add(new ArchiveAndCompressBundles());
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buildTasks.Add(new AppendBundleHash());
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buildTasks.Add(new GenerateLinkXml());
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buildTasks.Add(new PostWritingCallback());
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return buildTasks;
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}
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}
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