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Unity Engine


BuildAssetBundleOptions

Asset Bundle building options.
Read time 2 minutesLast updated 2 days ago

Definition

  • Type: Enum
  • Namespace: UnityEditor
  • Assembly: UnityEditor
[Flags]public enum BuildAssetBundleOptions

Remarks

These flags allows you to configure options when calling BuildPipeline.BuildAssetBundles.

Examples

//Create a folder (right click in the Assets folder and go to <b>Create</b>><b>Folder</b>), 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{ //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. 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); }}

Fields

Value

Description

AppendHashToAssetBundleNameAppend the hash to the assetBundle name.
AssetBundleStripUnityVersionRemoves the Unity Version number in the Archive File and Serialized File headers during the build.
ChunkBasedCompressionUse chunk-based LZ4 compression when creating the AssetBundle.
DisableLoadAssetByFileNameDisables Asset Bundle LoadAsset by file name.
DisableLoadAssetByFileNameWithExtensionDisables Asset Bundle LoadAsset by file name with extension.
DisableWriteTypeTreeDo not include type information within the AssetBundle.
DryRunBuildDo a dry run build.
ForceRebuildAssetBundleForce rebuild the assetBundles.
IgnoreTypeTreeChangesIgnore the type tree changes when doing the incremental build check.
NoneBuild assetBundle without any special option.
RecurseDependenciesUse when AssetBundle dependencies need to be calculated recursively, such as when you have a dependency chain of matching typed Scriptable Objects.
StrictModeDo not allow the build to succeed if any errors are reporting during it.
StripUnatlasedSpriteCopiesUse to prevent duplicating a texture when it is referenced in multiple bundles. This would primarily happen with particle systems. The new behavior does not duplicate the texture if the sprite does not belong to an atlas. Using this flag is the desired behavior, but is not set by default for backwards compatability reasons.
UncompressedAssetBundleDon't compress the data when creating the AssetBundle.
UseContentHashUse the content of the asset bundle to calculate the hash. This feature is always enabled.