outputPath | アセットバンドルの出力パス |
assetBundleOptions | アセットバンドルのビルドオプション |
targetPlatform | ビルド時の対象プラットフォームを選択します |
AssetBundleManifest ビルドに含まれるすべてのアセットバンドルがリストされているマニフェスト。
エディターで指定されたすべてのアセットバンドルを作成します。
Use this function to build your asset bundles, after you have marked your
assets for inclusion in named AssetBundles. (See the Manual page about
building AssetBundles for further details). This function
builds the bundles you have specified in the editor and will return the manifest that
includes all of the included assets. if the build
was successful and false otherwise. Additionally, error messages are shown in the
console to explain most common build failures such as incorrect target folder paths.
The outputPath
is a path to a folder somewhere within the project folder where the built
bundles will be saved (eg, "Assets/MyBundleFolder"). The folder will not be created automatically
and the function will simply fail if it doesn't already exist.
The optional assetBundleOptions
argument modify the way the bundle is built while the targetPlatform/
selects which deployment target (Windows Standalone, Android, iOS, etc) the bundle will be used
with. Note that bundles built for standalone platforms are not compatible with those built
for mobiles and so you may need to produce different versions of a given bundle. See the BuildTarget section of the
Building AssetBundles page in the Manual for more information about creating AssetBundles for different platforms.
The return value is of type AssetBundleManifest. This contains a list of all the assets
included in the AssetBundle. Null is returned if any problems occur.
// Create an AssetBundle for Windows. using UnityEngine; using UnityEditor;
public class BuildAssetBundlesExample : MonoBehaviour { [MenuItem("Example/Build Asset Bundles")] static void BuildABs() { // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles("Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }
outputPath | アセットバンドルの出力パス |
builds | アセットバンドルのビルドマップ |
assetBundleOptions | アセットバンドルのビルドオプション |
targetPlatform | ビルド時の対象プラットフォームを選択します |
AssetBundleManifest ビルドに含まれるすべてのアセットバンドルがリストされているマニフェスト。
ビルドマップからアセットバンドルを作成します。
This variant of the function lets you specify the names and contents of the bundles using a "build map" rather than with the details set in the editor. The map is simply an array of AssetBundleBuild objects, each of which contains a bundle name and a list of the names of asset files to be added to the named bundle.
using UnityEngine; using UnityEditor;
public class BuildAssetBundlesBuildMapExample : MonoBehaviour { [MenuItem("Example/Build Asset Bundles Using BuildMap")] static void BuildMapABs() { // Create the array of bundle build details. AssetBundleBuild[] buildMap = new AssetBundleBuild[2];
buildMap[0].assetBundleName = "enemybundle";
string[] enemyAssets = new string[2]; enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg";
buildMap[0].assetNames = enemyAssets; buildMap[1].assetBundleName = "herobundle";
string[] heroAssets = new string[1]; heroAssets[0] = "char_hero_beanMan"; buildMap[1].assetNames = heroAssets;
BuildPipeline.BuildAssetBundles("Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }