Version: 2017.3

BuildAssetBundleOptions.AppendHashToAssetBundleName

Switch to Manual

Description

Append the hash to the assetBundle name.

This allows you to append the hash to the assetBundle name.

//Create a folder (right click in the Assets folder and go to Create>Folder), and name it “Editor” if it doesn’t already exist
//Place this script in the Editor folder

//This script creates a new Menu named “Build Asset” and new options within the menu named “Normal” and “Append Hash To Asset Bundle Name”. Click these menu items to build an AssetBundle.

using UnityEngine; using UnityEditor;

public class Example : MonoBehaviour { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Create a folder to put the Asset Bundle in. // This puts the bundles in your custom folder (this case it's "MyAssetBuilds") within the Assets folder. //Build AssetBundles with no special options BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }

//Creates a new item (Append Hash) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Append Hash ")] static void BuildABsAppend() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.AppendHashToAssetBundleName, BuildTarget.StandaloneOSX); } }