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    Class BundleBuildParameters

    Stores the set of parameters passed into Scriptable Build Pipeline when building bundles.

    Inheritance
    object
    BuildParameters
    BundleBuildParameters
    Implements
    IBundleBuildParameters
    IBuildParameters
    IContextObject
    Inherited Members
    BuildParameters.Target
    BuildParameters.Group
    BuildParameters.ContentBuildFlags
    BuildParameters.ScriptInfo
    BuildParameters.ScriptOptions
    BuildParameters.BundleCompression
    BuildParameters.OutputFolder
    BuildParameters.TempOutputFolder
    BuildParameters.ScriptOutputFolder
    BuildParameters.UseCache
    BuildParameters.CacheServerHost
    BuildParameters.CacheServerPort
    BuildParameters.WriteLinkXML
    BuildParameters.GetContentBuildSettings()
    BuildParameters.GetScriptCompilationSettings()
    BuildParameters.GetOutputFilePathForIdentifier(string)
    BuildParameters.GetCompressionForIdentifier(string)
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEditor.Build.Pipeline
    Assembly: solution.dll
    Syntax
    [Serializable]
    public class BundleBuildParameters : BuildParameters, IBundleBuildParameters, IBuildParameters, IContextObject

    Constructors

    Name Description
    BundleBuildParameters(BuildTarget, BuildTargetGroup, string)

    Default constructor, requires the target, group and output parameters at minimum for a successful build.

    Properties

    Name Description
    AppendHash

    Append the hash of the AssetBundle content to the file name.

    ContiguousBundles

    Packs assets in bundles contiguously based on the ordering of the source asset which results in improved asset loading times.

    DisableVisibleSubAssetRepresentations

    Assume sub Assets have no visible asset representations (are not visible in the Project view) which results in improved build times. Sub Assets in the built bundles cannot be accessed by AssetBundle.LoadAsset<T> or AssetBundle.LoadAllAssets<T>.

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