mainAsset | Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. |
assets | An array of assets to write into the bundle. |
pathName | The filename where to write the compressed asset bundle. |
assetBundleOptions | Automatically include dependencies or always include complete assets instead of just the exact referenced objects. |
targetPlatform | The platform to build the bundle for. |
crc | 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. |
Builds an asset bundle.
Creates a compressed unity3d file that contains a collection of 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.
All paths are relative to the project folder. Like: "Assets / MyTextures / hello.png".
Note that asset bundles built for standalone 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.
#pragma strict // 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 public class ExportAssetBundles { @MenuItem("Assets/Build AssetBundle From Selection - Track dependencies") static function ExportResource() { // Bring up save panel var path: String = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. var selection: Object[] = Selection.GetFiltered(Object, SelectionMode.DeepAssets); BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, 0); Selection.objects = selection; } } @MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking") static function ExportResourceNoTrack() { // Bring up save panel var path: String = 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); } } }
// 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, 0); 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); } } }
See Also: AssetBundle class, WWW.assetBundle.