Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
|mainAsset||Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.|
|assets||An array of assets to write into the bundle.|
|pathName||The filename where to write the compressed asset bundle.|
|assetBundleOptions||Automatically include dependencies or always include complete assets instead of just the exact referenced objects.|
|targetPlatform||The platform to build the bundle for.|
|crc||The optional |
Builds an asset bundle.
Creates a compressed unity3d file that contains a collection of
assets. AssetBundles can contain any asset found in the project folder. This lets you stream resource data of any type, fully setup Prefabs, textures, meshes, animations, any type of asset shown in the project window.
All paths are relative to the project folder. Like: "Assets / MyTextures / hello.png".
Note that asset bundles built for standalone targets cannot be loaded by applications built for mobile platforms and vice versa. Furthermore, bundles are not compatible between iOS and Android platforms.
The function returns a boolean value which is true if the build succeeded and false otherwise.
BuildAssetBundle has been made obsolete. Please use the new AssetBundle build system introduced in 5.0 and check BuildAssetBundles documentation for details.
See Also: AssetBundle class, DownloadHandlerAssetBundle.
Did you find this page useful? Please give it a rating: