Builds an asset bundle (Unity Pro only).
assets
. AssetBundles can contain any asset found in the project folder.This lets you stream resource data of any type, fully setup prefabs, textures, meshes, animations, any type of asset shown in the project window.mainAsset
lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.The compressed asset bundle file will be saved at pathName
.
options
allows you to automatically include dependencies or always include complete assets instead of just the exact referenced objects.All paths are relative to the project folder. Like: "AssetsMyTextures
hello.png". The optional crc
output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.Note that asset bundles built for standalone or webplayer targets cannot be loaded by
applications built for mobile platforms and vice versa. Furthermore, bundles are not
compatible between iOS and Android platforms.The function returns a boolean value which is true if the build succeeded and false otherwise.See Also: AssetBundle class, WWW.assetBundle.// C# Example // Builds an asset bundle from the selected objects in the project view. // Once compiled go to "Menu" -> "Assets" and select one of the choices // to build the Asset Bundle using UnityEngine; using UnityEditor; public class ExportAssetBundles { [MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")] static void ExportResource () { // Bring up save panel string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets); Selection.objects = selection; } } [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")] static void ExportResourceNoTrack () { // Bring up save panel string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path); } } }