Version: 5.4
Removed
BuildAssetBundles signature has changed. Please specify the targetPlatform parameter

BuildPipeline.BuildAssetBundles

マニュアルに切り替える
public static AssetBundleManifest BuildAssetBundles (string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

パラメーター

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

戻り値

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。

説明

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 Asset Bundle FAQ in the manual for more information about bundle compatibility among 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 ); } }

public static AssetBundleManifest BuildAssetBundles (string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

パラメーター

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

戻り値

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。

説明

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 ); } }