资源包构建选项。
These flags allows you to configure options when calling BuildPipeline.BuildAssetBundles.
Additional resources: AssetBundle, BuildPipeline.BuildAssetBundles
//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 “Strict Mode”. 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 { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }
//Creates a new item (Strict Mode) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Strict Mode")] static void BuildABsStrict() { //Build the AssetBundles in strict mode (build fails if any errors are detected) BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneOSX); } }
None | 不使用任何特殊选项构建 assetBundle。 |
UncompressedAssetBundle | Don't compress the data when creating the AssetBundle. |
DisableWriteTypeTree | 不包括 AssetBundle 中的类型信息。 |
ForceRebuildAssetBundle | 强制重新构建 assetBundle。 |
IgnoreTypeTreeChanges | 在执行增量构建检查时忽略类型树更改。 |
AppendHashToAssetBundleName | 向 assetBundle 名称附加哈希。 |
ChunkBasedCompression | 创建 AssetBundle 时使用基于语块的 LZ4 压缩。 |
StrictMode | 如果在此期间报告任何错误,则构建无法成功。 |
DryRunBuild | 进行干运行构建。 |
DisableLoadAssetByFileName | 禁用按照文件名称查找资源包 LoadAsset。 |
DisableLoadAssetByFileNameWithExtension | 禁用按照带扩展名的文件名称查找资源包 LoadAsset。 |
AssetBundleStripUnityVersion | Removes the Unity Version number in the Archive File and Serialized File headers during the build. |
UseContentHash | Use the content of the asset bundle to calculate the hash. This feature is always enabled. |