# CompleteAssets

> Forces inclusion of the entire asset.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

> **Warning:**
>
> **Deprecated.** This has been made obsolete. It is always disabled in the new AssetBundle build system introduced in 5.0.

```csharp
CompleteAssets = 4
```

### Remarks

For example if you pass a Mesh into the [BuildPipeline.BuildAssetBundle](/engine/6000.0/script-reference/unityeditor/buildpipeline/buildassetbundle.md) function and use CompleteAssets it would also include the game object and any animation clips in the same asset.

This flag is only taken into account when calling the obsolete [BuildPipeline.BuildAssetBundle](/engine/6000.0/script-reference/unityeditor/buildpipeline/buildassetbundle.md) method.  When calling [BuildPipeline.BuildAssetBundles](/engine/6000.0/script-reference/unityeditor/buildpipeline/buildassetbundles.md) this behaviour is always disabled.
