Version: 2017.3


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


mainAsset Permite especificar un objeto específico que se puede recuperar convenientemente utilizando AssetBundle.mainAsset.
assets Un arreglo de assets para escribir al bundle.
pathName El nombre del archivo donde se escribe el asset bundle comprimido.
assetBundleOptions Incluya automáticamente dependencias o incluya siempre assets completos en lugar de sólo los objetos referenciados exactos.
targetPlatform La plataforma para construir el bundle.
crc The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequest.GetAssetBundle.


Construye un 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.

La función retorna un valor boolean que es true si la construcción tiene éxito y false de lo contrario.

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.