mainAsset |
mainAsset позволяет указать конкретный обьект, который удобно получить с помощью 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 WWW.LoadFromCacheOrDownload. |
Построить asset bundle (только в Unity Pro).
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. Like: "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.
Функция возвращает логическое значение, которое истинно, если сборка удалась и ложное, если не удалась.
// C# Example // Builds an asset bundle from the selected objects in the project view. // Once compiled go to "Menu" -> "Assets" and select one of the choices // to build the Asset Bundle
using UnityEngine; using UnityEditor;
public class ExportAssetBundles { [MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")] static void ExportResource() { // Bring up save panel string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, 0); Selection.objects = selection; } }
[MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")] static void ExportResourceNoTrack() { // Bring up save panel string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path); } } }
See Also: AssetBundle class, WWW.assetBundle.