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。 |
crc | 一个可选输出参数,用于获取生成的 AssetBundle 的 CRC 校验和。(用于在使用 UnityWebRequestAssetBundle.GetAssetBundle() 下载 AssetBundle 时验证其内容。) |
使用资源的自定义名称构建资源包。
如果构建成功,该函数将返回布尔值 true,否则返回 false。\
注意:指定字符串将会增加资源包的大小。构建日志中显示的内置 AssetBundle 数据是指字符串大小。
另请参阅:BuildAssetBundle、AssetBundle 类、DownloadHandlerAssetBundle。
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