DryRunBuild
Do a dry run build.
Read time 1 minuteLast updated 5 days ago
Definition
- Type: Field
- Namespace: UnityEditor
- Assembly: UnityEditor
DryRunBuild = 1024
Remarks
This allows you to do a dry run build for the AssetBundles but not actually build them. With this option enabled, BuildPipeline.BuildAssetBundles still returns an AssetBundleManifest object which contains valid AssetBundle dependencies and hashes.
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 “Dry Run Build”. Click these menu items to build an AssetBundle into a folder.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 (Dry Run Build) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Dry Run Build")] static void BuildABsDry() { //Build the AssetBundles in dry run build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.DryRunBuild, BuildTarget.StandaloneOSX); }}