BuildPipeline.BuildAssetBundleExplicitAssetNames
static function BuildAssetBundleExplicitAssetNames(assets: Object[], assetNames: string[], pathName: string, assetBundleOptions: BuildAssetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, targetPlatform: BuildTarget = BuildTarget.WebPlayer): bool;
static bool BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget targetPlatform = BuildTarget.WebPlayer);
static def BuildAssetBundleExplicitAssetNames(assets as Object[], assetNames as string[], pathName as string, assetBundleOptions as BuildAssetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, targetPlatform as BuildTarget = BuildTarget.WebPlayer) as bool
static function BuildAssetBundleExplicitAssetNames(assets: Object[], assetNames: string[], pathName: string, crc: uint, assetBundleOptions: BuildAssetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, targetPlatform: BuildTarget = BuildTarget.WebPlayer): bool;
static bool BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, uint crc, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget targetPlatform = BuildTarget.WebPlayer);
static def BuildAssetBundleExplicitAssetNames(assets as Object[], assetNames as string[], pathName as string, crc as uint, assetBundleOptions as BuildAssetBundleOptions = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, targetPlatform as BuildTarget = BuildTarget.WebPlayer) as bool
Description

Builds an asset bundle, with custom names for the assets (Unity Pro only).

Creates a compressed unity3d file that contains a collection of assets. AssetBundles can contain any asset found in the project folder.

In the assetNames parameter, supply an array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.

The compressed asset bundle file will be saved at pathName. options allows you to automatically include dependencies or always include complete assets instead of just the exact referenced objects. 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.

The function returns a boolean value which is true if the build succeeded and false otherwise.

See Also: BuildAssetBundle, AssetBundle class, WWW.assetBundle.