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Unity Engine


BuildAssetBundleOptions

Asset Bundle building options.
Read time 1 minuteLast updated 11 days ago

Definition

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

Remarks

These flags allow you to configure options when calling BuildPipeline.BuildAssetBundles.
Use AssetBundleOptions to control the compression level of the AssetBundles. By default, AssetBundles are built with full file compression using CompressionType.Lzma. To compress the AssetBundle data into individual segments, use BuildAssetBundleOptions.ChunkBasedCompression. To avoid compressing the data, use BuildAssetBundleOptions.UncompressedAssetBundle.

Fields

Value

Description

AppendHashToAssetBundleNameAppends the hash to the AssetBundle name.
AssetBundleStripUnityVersionPrevents the Unity Editor version from being recorded in the AssetBundle.
ChunkBasedCompressionUse chunk-based LZ4 compression when creating the AssetBundle.
DisableLoadAssetByFileNameDisables calling LoadAsset on Asset Bundles using only the file name.
DisableLoadAssetByFileNameWithExtensionPrevents loading assets from Asset Bundles using the file name with its extension.
DisableWriteTypeTreeOmits type information from the AssetBundle.
DryRunBuildPerforms a simulated build of AssetBundles without actually creating the files.
ForceRebuildAssetBundleInitiates a complete rebuild of AssetBundles.
IgnoreTypeTreeChangesIgnore the type tree changes when doing the incremental build check.
NoneBuild assetBundle without any special option.
StrictModeFails the build if any errors are reported 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.
SuppressLoadableErrorsSuppress the error reported when a LoadableObjectId or LoadableSceneId is encountered during an AssetBundle build.
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.