BuildPipeline.BuildAssetBundleExplicitAssetNames

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Obsolete public static bool BuildAssetBundleExplicitAssetNames (Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
Obsolete public static bool BuildAssetBundleExplicitAssetNames (Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

参数

assets要构建到资源包中的/资源/集合。资源包可包含在项目文件夹中找到的所有资源。
assetNames一组字符串,大小与资源数量相同。 这些字符串可用作资源名称,随后您可以将其传递给 AssetBundle.Load 以加载特定资源。使用 BuildAssetBundle,便可改用资源的路径名称。
pathName压缩资源包的目标写入位置。
assetBundleOptions自动包括依赖项或始终包括完整的资源,而不仅仅是确切的引用对象。
targetPlatform要使用资源包的平台。
crcAn optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequest.GetAssetBundle().)

描述

使用资源的自定义名称构建资源包。

The function returns a boolean value which is true if the build succeeded and false otherwise.
Note: Specifying strings will increase the size of the asset bundle. The Built-in AssetBundle data shown in the build log refers to the string size.

另请参阅:BuildAssetBundleAssetBundle 类、DownloadHandlerAssetBundle