Version: 2023.2

BuildAssetBundleOptions

enumeration

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描述

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); } }

变量

None不使用任何特殊选项构建 assetBundle。
UncompressedAssetBundleDon'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。
AssetBundleStripUnityVersionRemoves the Unity Version number in the Archive File and Serialized File headers during the build.
UseContentHashUse the content of the asset bundle to calculate the hash. This feature is always enabled.