Version: 2022.1
언어: 한국어
Obsolete public static bool BuildAssetBundle (Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
Obsolete public static bool BuildAssetBundle (Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

파라미터

mainAsset Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset.
assets An array of assets to write into the bundle.
pathName The filename where to write the compressed asset bundle.
assetBundleOptions Automatically include dependencies or always include complete assets instead of just the exact referenced objects.
targetPlatform The platform to build the bundle for.
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.

설명

Builds an asset bundle.

This API is obsolete, BuildPipeline.BuildAssetBundles should be used instead. 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, for example "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.

The function returns a boolean value which is true if the build succeeded and false otherwise.

See Also: BuildPipeline.BuildAssetBundles, AssetBundle, DownloadHandlerAssetBundle.