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. |
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. The optionalcrc
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); }
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"); }