Asset Bundle building options.
These flags allows you to configure options when calling BuildPipeline.BuildAssetBundles.
Additional resources: AssetBundle, BuildPipeline.BuildAssetBundles
//Create a folder (right click in the Assets folder and go to Create>Folder), and name it “Editor” if it doesn’t already exist //Place this script in the Editor folder
//This script creates a new Menu named “Build Asset” and new options within the menu named “Normal” and “Strict Mode”. Click these menu items to build an AssetBundle into a folder with either no extra build options, or a strict build.
using UnityEngine; using UnityEditor;
public class Example { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }
//Creates a new item (Strict Mode) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Strict Mode")] static void BuildABsStrict() { //Build the AssetBundles in strict mode (build fails if any errors are detected) BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneOSX); } }
None | Build assetBundle without any special option. |
UncompressedAssetBundle | Don't compress the data when creating the AssetBundle. |
DisableWriteTypeTree | Do not include type information within the AssetBundle. |
ForceRebuildAssetBundle | Force rebuild the assetBundles. |
IgnoreTypeTreeChanges | Ignore the type tree changes when doing the incremental build check. |
AppendHashToAssetBundleName | Append the hash to the assetBundle name. |
ChunkBasedCompression | Use chunk-based LZ4 compression when creating the AssetBundle. |
StrictMode | Do not allow the build to succeed if any errors are reporting during it. |
DryRunBuild | Do a dry run build. |
DisableLoadAssetByFileName | Disables Asset Bundle LoadAsset by file name. |
DisableLoadAssetByFileNameWithExtension | Disables Asset Bundle LoadAsset by file name with extension. |
AssetBundleStripUnityVersion | Removes the Unity Version number in the Archive File and Serialized File headers during the build. |
UseContentHash | Use the content of the asset bundle to calculate the hash. This feature is always enabled. |
RecurseDependencies | Use when AssetBundle dependencies need to be calculated recursively, such as when you have a dependency chain of matching typed Scriptable Objects. |