| 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. |
| crc | Output parameter to receive CRC checksum of generated assetbundle. |
| options | Build options. See BuildOptions for possible values. |
Builds one or more scenes and all their dependencies into a compressed asset bundle.
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. // 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);
}
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");
}