levels | Pathnames of levels to include in the asset bundle. |
locationPath | Pathname for the output asset bundle. |
target | Runtime platform on which the asset bundle will be used. |
crc | Output parameter to receive CRC checksum of generated assetbundle. |
options | Build options. See BuildOptions for possible values. |
Builds one or more scenes and all their dependencies into a compressed asset bundle.
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.// Build a streamed unity3d file. This contain one scene that can be downloaded // on demand and loaded once its asset bundle has been loaded. @MenuItem ("Build/BuildWebplayerStreamed") static function MyBuild(){ var levels : String[] = ["Assets/Level1.unity"]; BuildPipeline.BuildStreamedSceneAssetBundle( levels, "Streamed-Level1.unity3d", BuildTarget.WebPlayer); }
function Start () { // Download compressed scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached. // Then Unity will completely skip the download and load the decompressed scene directly from disk. var download = WWW.LoadFromCacheOrDownload ("http://myWebSite.com/Streamed-Level1.unity3d", 5); yield download; // Handle error if (download.error != null) { Debug.LogError(download.error); return; } // In order to make the scene available from LoadLevel, we have to load the asset bundle. // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed. var bundle = download.assetBundle; // Load the level we have just downloaded Application.LoadLevel ("Level1"); }