Version: 2019.4
LanguageEnglish
  • C#
Method group is Obsolete

BuildAssetBundleOptions.CompleteAssets

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Obsolete This has been made obsolete. It is always enabled in the new AssetBundle build system introduced in 5.0.

Description

Forces inclusion of the entire asset.

For example if you pass a Mesh into the BuildPipeline.BuildAssetBundle function and use CompleteAssets it would also include the game object and any animation clips in the same asset.

See Also: BuildPipeline.BuildAssetBundle.

//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 “Complete Assets”. 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 : MonoBehaviour { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Create a folder to put the Asset Bundle in. // This puts the bundles in your custom folder (this case it's "MyAssetBuilds") within the Assets folder. //Build AssetBundles with no special options BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }

//Creates a new item (Complete Assets) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Complete Assets ")] static void BuildABsComplete() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneOSX); } }