outputPath | Output path for the AssetBundles. |
assetBundleOptions | AssetBundle building options. |
targetPlatform | Target build platform. |
Build all AssetBundles specified in the editor.
Use this function to build your asset bundles, after you have marked your assets for inclusion in named AssetBundles (see the manual page about building asset bundles for further details). This function builds the bundles you have specified in the editor and will return true if the build was successful and false otherwise. Additionally, error messages are shown to explain most common build failures such as incorrect target folder paths.
The outputPath
is a path to a folder somewhere within the project folder where the built bundles will be saved (eg, "Assets/MyBundleFolder"). The folder will not be created automatically and the function will simply fail if it doesn't already exist.
The optional assetBundleOptions
modify the way the bundle is built while the targetPlatform
selects which deployment target (standalone, mobile, etc) the bundle will be used with. Note that bundles built for standalone platforms are not compatible with those built for mobiles and so you may need to produce different versions of a given bundle. See the Asset Bundle FAQ in the manual for more information about bundle compatibility among platforms.
#pragma strict public class BuildAssetBundlesExample extends MonoBehaviour { @MenuItem("Example/Build Asset Bundles") static function BuildABs() { // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles("Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }
using UnityEngine; using UnityEditor;
public class BuildAssetBundlesExample : MonoBehaviour { [MenuItem( "Example/Build Asset Bundles" )] static void BuildABs( ) { // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles( "Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows ); } }
outputPath | Output path for the AssetBundles. |
assetBundleOptions | AssetBundle building options. |
targetPlatform | Target build platform. |
builds | AssetBundle building map. |
Build AssetBundles from a building map.
This variant of the function lets you specify the names and contents of the bundles using a "building map" rather than with the details set in the editor. The map is simply an array of AssetBundleBuild objects, each of which contains a bundle name and a list of the names of asset files to be added to the named bundle.
#pragma strict public class BuildAssetBundlesBuildMapExample extends MonoBehaviour { @MenuItem("Example/Build Asset Bundles Using BuildMap") static function BuildMapABs() { // Create the array of bundle build details. var buildMap: AssetBundleBuild[] = new AssetBundleBuild[2]; buildMap[0].assetBundleName = "enemybundle"; var enemyAssets: String[] = new String[2]; enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg"; buildMap[0].assetNames = enemyAssets; buildMap[1].assetBundleName = "herobundle"; var heroAssets: String[] = new String[1]; heroAssets[0] = "char_hero_beanMan"; buildMap[1].assetNames = heroAssets; BuildPipeline.BuildAssetBundles("Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }
using UnityEngine; using UnityEditor;
public class BuildAssetBundlesBuildMapExample : MonoBehaviour { [MenuItem( "Example/Build Asset Bundles Using BuildMap" )] static void BuildMapABs( ) { // Create the array of bundle build details. AssetBundleBuild[] buildMap = new AssetBundleBuild[2];
buildMap[0].assetBundleName = "enemybundle";
string[] enemyAssets = new string[2]; enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg";
buildMap[0].assetNames = enemyAssets; buildMap[1].assetBundleName = "herobundle";
string[] heroAssets = new string[1]; heroAssets[0] = "char_hero_beanMan"; buildMap[1].assetNames = heroAssets;
BuildPipeline.BuildAssetBundles( "Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows ); } }