levels | アセットバンドルに含めるシーンアセットのパスの配列 |
locationPath | アセットバンドルの保存先 |
target | Runtime platform on which the asset bundle will be used. |
crc | 生成されたアセットバンドルの CRC チェックサムを受け取るための出力パラメータ |
options | ビルドオプション。選択できる値の一覧については BuildOptions を参照して下さい。 |
string 何らかのエラーが出た場合、戻り値としてエラー文字を返します。成功したときは空文字になります。
複数のシーンとそのシーンに依存する全てのオブジェクトを圧縮したアセットバンドルとしてビルドします
シーンのアセットバンドルは任意のターゲットプラットフォームで使用でき、常にひとつの圧縮 unity3d ファイルを生成します。
The scene can be downloaded and loaded using the WWW class.
You can use WWW.LoadFromCacheOrDownload to cache the downloaded scene after it has been downloaded. 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 WWW.LoadFromCacheOrDownload.
// Build a streamed unity3d file. This contain one scene that can be downloaded // on demand and loaded once its asset bundle has been loaded. @MenuItem ("Build/BuildWebplayerStreamed") static function MyBuild(){ var levels : String[] = ["Assets/Level1.unity"]; BuildPipeline.BuildStreamedSceneAssetBundle( levels, "Streamed-Level1.unity3d", BuildTarget.WebPlayer); }
When downloading the built compressed file, you need to call WWW.assetBundle in order to make the scene available to the Application.LoadLevel() and Application.LoadLevelAdditive() functions.
function Start () { // Download compressed scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached. // Then Unity will completely skip the download and load the decompressed scene directly from disk. var download = WWW.LoadFromCacheOrDownload ("http://myWebSite.com/Streamed-Level1.unity3d", 5); yield download; // Handle error if (download.error != null) { Debug.LogError(download.error); return; } // In order to make the scene available from LoadLevel, we have to load the asset bundle. // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed. var bundle = download.assetBundle; // Load the level we have just downloaded Application.LoadLevel ("Level1"); }