Version: 2021.1
언어: 한국어

BuildPipeline.BuildAssetBundleExplicitAssetNames

매뉴얼로 전환
Obsolete public static bool BuildAssetBundleExplicitAssetNames (Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
Obsolete public static bool BuildAssetBundleExplicitAssetNames (Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

파라미터

assets A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder.
assetNames An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead.
pathName The location where the compressed asset bundle will be written to.
assetBundleOptions Automatically include dependencies or always include complete assets instead of just the exact referenced objects.
targetPlatform The platform where the asset bundle will be used.
crc An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().)

설명

Builds an asset bundle, with custom names for the assets.

The function returns a boolean value which is true if the build succeeded and false otherwise.
Note: Specifying strings will increase the size of the asset bundle. The Built-in AssetBundle data shown in the build log refers to the string size.

See Also: BuildAssetBundle, AssetBundle class, DownloadHandlerAssetBundle.