Appends the hash to the AssetBundle name.
This allows you to append the hash to the AssetBundle name.
//Create a folder (right click in the Assets folder and go to Create>Folder), and name it "Editor" if it doesn't already exist //Place this script in the Editor folder
//This script creates a new Menu named "Build Asset" and new options for different Build Asset Bundle Options. Click these menu items to build an AssetBundle.
using UnityEngine; using UnityEditor;
namespace BuildDocExamples { public class BuildAssetBundleOptions_Examples { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("BuildDocExamples/Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }
//Creates a new item (Append Hash) in the new Build Asset Bundles menu [MenuItem("BuildDocExamples/Build Asset Bundles/Append Hash")] static void BuildABsAppend() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.AppendHashToAssetBundleName, BuildTarget.StandaloneOSX); }
//Creates a new item (Strict Mode) in the new Build Asset Bundles menu [MenuItem("BuildDocExamples/Build Asset Bundles/Strict Mode")] static void BuildABsStrict() { //Build the AssetBundles in strict mode (build fails if any errors are detected) BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneOSX); }
//Creates a new item (Ignore Type Tree Changes) in the new Build Asset Bundles menu [MenuItem("BuildDocExamples/Build Asset Bundles/Ignore Type Tree Changes")] static void BuildABsIgnoreTypeTreeChanges() { //Build the AssetBundles in ignore type tree changes build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.IgnoreTypeTreeChanges, BuildTarget.StandaloneOSX); }
//Creates a new item (Dry Run Build) in the new Build Asset Bundles menu [MenuItem("BuildDocExamples/Build Asset Bundles/Dry Run Build")] static void BuildABsDry() { //Build the AssetBundles in dry run build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.DryRunBuild, BuildTarget.StandaloneOSX); } } }