Version: 2023.2
LanguageEnglish
  • C#

BuildAssetBundleOptions.UncompressedAssetBundle

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Don't compress the data when creating the AssetBundle.

Uncompressed bundles are faster to build and load, but, because they are larger, take longer to download. Uncompressed AssetBundles are 16-byte aligned.

Additional resources: AssetBundles compression, BuildAssetBundleOptions.ChunkBasedCompression, BuildCompression, CompressionType.

//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 “Uncompressed Asset Bundle”. Click these menu items to build an AssetBundle into a folder.

using UnityEngine; using UnityEditor;

public class Example { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }

//Creates a new item (Uncompressed) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Uncompressed")] static void BuildABsUncompressed() { //Build the AssetBundles in uncompressed build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneOSX); } }