outputPath | Output path for the AssetBundles. |
assetBundleOptions | AssetBundle building options. |
targetPlatform | Chosen target build platform. |
AssetBundleManifest The manifest listing all AssetBundles included in this build.
Build all AssetBundles specified in the editor.
Use this function to build your asset bundles, after you have marked your
assets for inclusion in named AssetBundles. (See the manual page about
Building AssetBundles for further details). This function
builds the bundles you have specified in the editor and will return the manifest that
includes all of the included assets. if the build
was successful and false otherwise. Additionally, error messages are shown in the
console to explain most common build failures such as incorrect target folder paths.
The outputPath
is a path to a folder somewhere within the project folder where the built
bundles will be saved (eg, "Assets/MyBundleFolder"). The folder will not be created automatically
and the function will simply fail if it doesn't already exist.
The optional assetBundleOptions
argument modify the way the bundle is built while the targetPlatform/
selects which deployment target (Windows Standalone, Android, iOS, etc) the bundle will be used
with. Note that bundles built for standalone platforms are not compatible with those built
for mobiles and so you may need to produce different versions of a given bundle. See the
Asset Bundle FAQ in the manual for more information about bundle
compatibility among platforms.
The return value is of type AssetBundleManifest. This contains a list of all the assets
included in the AssetBundle. Null is returned if any problems occur.
#pragma strict // Create an AssetBundle for Windows. public class BuildAssetBundlesExample extends MonoBehaviour { @MenuItem("Example/Build Asset Bundles") static function BuildABs() { // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles("Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }
// Create an AssetBundle for Windows. using UnityEngine; using UnityEditor;
public class BuildAssetBundlesExample : MonoBehaviour { [MenuItem( "Example/Build Asset Bundles" )] static void BuildABs( ) { // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles( "Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows ); } }
Note that BuildAssetBundles will switch the Active Build Target to the targetPlatform
specified while building the Asset Bundle, and it will switch back to the original Active Build Target when finished. For large projects or for consecutive AssetBundles builds, switching between Build Targets can be slow. In case you prefer not switching back to the original Build Target you can switch to the targetPlatform
before you call BuildAssetBundles. For example:
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.Android);
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android); BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.Android);
See Also: AssetBundle.
outputPath | Output path for the AssetBundles. |
builds | AssetBundle building map. |
assetBundleOptions | AssetBundle building options. |
targetPlatform | Target build platform. |
Build AssetBundles from a building map.
This variant of the function lets you specify the names and contents of the bundles using a "build map" rather than with the details set in the editor. The map is simply an array of AssetBundleBuild objects, each of which contains a bundle name and a list of the names of asset files to be added to the named bundle.
#pragma strict public class BuildAssetBundlesBuildMapExample extends MonoBehaviour { @MenuItem("Example/Build Asset Bundles Using BuildMap") static function BuildMapABs() { // Create the array of bundle build details. var buildMap: AssetBundleBuild[] = new AssetBundleBuild[2]; buildMap[0].assetBundleName = "enemybundle"; var enemyAssets: String[] = new String[2]; enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg"; buildMap[0].assetNames = enemyAssets; buildMap[1].assetBundleName = "herobundle"; var heroAssets: String[] = new String[1]; heroAssets[0] = "char_hero_beanMan"; buildMap[1].assetNames = heroAssets; BuildPipeline.BuildAssetBundles("Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }
using UnityEngine; using UnityEditor;
public class BuildAssetBundlesBuildMapExample : MonoBehaviour { [MenuItem( "Example/Build Asset Bundles Using BuildMap" )] static void BuildMapABs( ) { // Create the array of bundle build details. AssetBundleBuild[] buildMap = new AssetBundleBuild[2];
buildMap[0].assetBundleName = "enemybundle";
string[] enemyAssets = new string[2]; enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg";
buildMap[0].assetNames = enemyAssets; buildMap[1].assetBundleName = "herobundle";
string[] heroAssets = new string[1]; heroAssets[0] = "char_hero_beanMan"; buildMap[1].assetNames = heroAssets;
BuildPipeline.BuildAssetBundles( "Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows ); } }
See Also: AssetBundleBuild.