mainAsset | AssetBundle.mainAsset を使用して簡単に取得したいオブジェクトを指定することができます。 |
assets | バンドルに書き込むアセットの配列 |
pathName | 圧縮したアセットバンドルを書き込むファイル名 (filename) |
assetBundleOptions | 自動的に依存関係を含めたり、ただ参照されたオブジェクトのみだけでなく常に関係するすべてのアセットを含める設定ができます。 |
targetPlatform | 作成されたバンドルが使用されるプラットフォーム |
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 UnityWebRequestAssetBundle.GetAssetBundle. |
アセットバンドルをビルドします
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.
関数の戻り値は boolean 型であり、ビルドが成功した場合は true、そうでなければ false です。
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.
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