Version: 2019.4
LanguageEnglish
  • C#
Method group is Obsolete

BuildAssetBundleOptions.CompleteAssets

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Obsolete

Description

Forces inclusion of the entire asset.

For example if you pass a Mesh into the BuildPipeline.BuildAssetBundle function and use CompleteAssets it would also include the game object and any animation clips in the same asset.

See Also: BuildPipeline.BuildAssetBundle.

//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 within the menu named “Normal” and “Complete Assets”. Click these menu items to build an AssetBundle into a folder with either no extra build options, or a strict build.

using UnityEngine; using UnityEditor;

public class Example : MonoBehaviour { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Create a folder to put the Asset Bundle in. // This puts the bundles in your custom folder (this case it's "MyAssetBuilds") within the Assets folder. //Build AssetBundles with no special options BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }

//Creates a new item (Complete Assets) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Complete Assets ")] static void BuildABsComplete() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneOSX); } }