Asset Bundle building options.
These flags allow you to configure options when calling BuildPipeline.BuildAssetBundles.
Use AssetBundleOptions to control the compression level of the AssetBundles.
By default, AssetBundles are built with full file compression using UnityEngine.CompressionType.Lzma.
To compress the AssetBundle data into individual segments, use BuildAssetBundleOptions.ChunkBasedCompression.
To avoid compressing the data, use BuildAssetBundleOptions.UncompressedAssetBundle.
Additional resources: UnityEngine.AssetBundle, BuildPipeline.BuildAssetBundles
| Property | Description |
|---|---|
| None | Build assetBundle without any special option. |
| UncompressedAssetBundle | Don't compress the data when creating the AssetBundle. |
| DisableWriteTypeTree | Omits type information from the AssetBundle. |
| ForceRebuildAssetBundle | Initiates a complete rebuild of AssetBundles. |
| IgnoreTypeTreeChanges | Ignore the type tree changes when doing the incremental build check. |
| AppendHashToAssetBundleName | Appends the hash to the AssetBundle name. |
| ChunkBasedCompression | Use chunk-based LZ4 compression when creating the AssetBundle. |
| StrictMode | Fails the build if any errors are reported during it. |
| DryRunBuild | Performs a simulated build of AssetBundles without actually creating the files. |
| DisableLoadAssetByFileName | Disables calling LoadAsset on Asset Bundles using only the file name. |
| DisableLoadAssetByFileNameWithExtension | Prevents loading assets from Asset Bundles using the file name with its extension. |
| AssetBundleStripUnityVersion | Prevents the Unity Editor version from being recorded in the AssetBundle. |
| UseContentHash | Use the content of the asset bundle to calculate the hash. This feature is always enabled. |
| StripUnatlasedSpriteCopies | Use to prevent duplicating a texture when it is referenced in multiple bundles. This would primarily happen with particle systems. The new behavior does not duplicate the texture if the sprite does not belong to an atlas. Using this flag is the desired behavior, but is not set by default for backwards compatability reasons. |