|
Name | Description |
---|---|
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. |
String - String with an error message, empty on success.
Builds one or more scenes and all their dependencies into a compressed asset bundle.
The scene AssetBundle can be built for any target platform and always creates a single compressed unity3d file.
The scene can be downloaded and loaded using the WWW class. You can use WWW.LoadFromCacheOrDownload to cache the downloaded scene after it has been downloaded.
// 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);
}
When downloading the built compressed file, you need to call WWW.assetBundle in order to make the scene available to the Application.LoadLevel() and Application.LoadLevelAdditive() functions.
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");
}