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.
Additional resources: AssetBundle, BuildPipeline.BuildAssetBundles
Fields
Value | Description |
|---|---|
| AppendHashToAssetBundleName | Appends the hash to the AssetBundle name. |
| AssetBundleStripUnityVersion | Prevents the Unity Editor version from being recorded in the AssetBundle. |
| ChunkBasedCompression | Use chunk-based LZ4 compression when creating the AssetBundle. |
| DisableLoadAssetByFileName | Disables calling LoadAsset on Asset Bundles using only the file name. |
| DisableLoadAssetByFileNameWithExtension | Prevents loading assets from Asset Bundles using the file name with its extension. |
| DisableWriteTypeTree | Omits type information from the AssetBundle. |
| DryRunBuild | Performs a simulated build of AssetBundles without actually creating the files. |
| ForceRebuildAssetBundle | Initiates a complete rebuild of AssetBundles. |
| IgnoreTypeTreeChanges | Ignore the type tree changes when doing the incremental build check. |
| None | Build assetBundle without any special option. |
| StrictMode | Fails the build if any errors are reported during it. |
| StripUnatlasedSpriteCopies | Use 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. |
| SuppressLoadableErrors | Suppress the error reported when a LoadableObjectId or LoadableSceneId is encountered during an AssetBundle build. |
| UncompressedAssetBundle | Don't compress the data when creating the AssetBundle. |
| UseContentHash | Use the content of the asset bundle to calculate the hash. This feature is always enabled. |