# DryRunBuild

> Performs a simulated build of AssetBundles without actually creating the files.

## Definition

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

```csharp
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](/engine/6000.3/script-reference/unityeditor/buildpipeline/buildassetbundles.md) still returns an [AssetBundleManifest](/engine/6000.3/script-reference/unityengine/assetbundlemanifest.md) object which contains valid AssetBundle dependencies and hashes.

### 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 “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);
    }
}
```
