# AppendHashToAssetBundleName

> Appends the hash to the AssetBundle name.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
AppendHashToAssetBundleName = 128
```

### Remarks

This allows you to append the hash to the AssetBundle name.

### Examples

```csharp
//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 “Append Hash To Asset Bundle Name”. Click these menu items to build an AssetBundle.

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 (Append Hash) in the new Build Asset Bundles menu
    [MenuItem("Build Asset Bundles/Append Hash")]
    static void BuildABsAppend()
    {
        //Build the AssetBundles in this mode
        BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.AppendHashToAssetBundleName, BuildTarget.StandaloneOSX);
    }
}
```
