Version: 2017.3



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Настройки сборки Asset Bundle.

This allows you to choose options for building Asset Bundles. To build Asset Bundle(s) with extra instructions, use this as a parameter of BuildPipeline.BuildAssetBundle or BuildPipeline.BuildAssetBundles.

See Also: AssetBundle, BuildPipeline.BuildAssetBundle, BuildPipeline.BuildAssetBundles.

//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 “Strict Mode”. Click these menu items to build an AssetBundle into a folder with either no extra build options, or a strict build.

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 (Strict Mode) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Strict Mode ")] static void BuildABsStrict() { //Build the AssetBundles in strict mode (build fails if any errors are detected) BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneOSX); } }


NoneBuild assetBundle without any special option.
UncompressedAssetBundleDon't compress the data when creating the asset bundle.
DisableWriteTypeTreeDo not include type information within the AssetBundle.
DeterministicAssetBundleBuilds an asset bundle using a hash for the id of the object stored in the asset bundle.
ForceRebuildAssetBundleForce rebuild the assetBundles.
IgnoreTypeTreeChangesIgnore the type tree changes when doing the incremental build check.
AppendHashToAssetBundleNameAppend the hash to the assetBundle name.
ChunkBasedCompressionUse chunk-based LZ4 compression when creating the AssetBundle.
StrictModeDo not allow the build to succeed if any errors are reporting during it.
DryRunBuildDo a dry run build.
DisableLoadAssetByFileNameDisables Asset Bundle LoadAsset by file name.
DisableLoadAssetByFileNameWithExtensionDisables Asset Bundle LoadAsset by file name with extension.