Version: 2021.1
LanguageEnglish
  • C#

BuildPipeline.BuildAssetBundles

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static AssetBundleManifest BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

Parameters

outputPath Output path for the AssetBundles.
assetBundleOptions AssetBundle building options.
targetPlatform Chosen target build platform.

Returns

AssetBundleManifest The manifest listing all AssetBundles included in this build.

Description

Build all AssetBundles specified in the editor.

Use this function to build your asset bundles, after you have marked your assets for inclusion in named AssetBundles. (See the Manual page about building AssetBundles for further details). This function builds the bundles you have specified in the editor and will return the manifest that includes all of the included assets. if the build was successful and false otherwise. Additionally, error messages are shown in the console to explain most common build failures such as incorrect target folder paths.

The outputPath is a path to a folder somewhere within the project folder where the built bundles will be saved (eg, "Assets/MyBundleFolder"). The folder will not be created automatically and the function will simply fail if it doesn't already exist.

The optional assetBundleOptions argument modify the way the bundle is built while the targetPlatform/ selects which deployment target (Windows Standalone, Android, iOS, etc) the bundle will be used with. Note that bundles built for standalone platforms are not compatible with those built for mobiles and so you may need to produce different versions of a given bundle. See the BuildTarget section of the Building AssetBundles page in the Manual for more information about creating AssetBundles for different platforms.

The return value is of type AssetBundleManifest. This contains a list of all the assets included in the AssetBundle. Null is returned if any problems occur.

// Create an AssetBundle for Windows.
using UnityEngine;
using UnityEditor;

public class BuildAssetBundlesExample : MonoBehaviour { [MenuItem("Example/Build Asset Bundles")] static void BuildABs() { // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles("Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }

Declaration

public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

Parameters

outputPath Output path for the AssetBundles.
builds AssetBundle building map.
assetBundleOptions AssetBundle building options.
targetPlatform Target build platform.

Returns

AssetBundleManifest The manifest listing all AssetBundles included in this build.

Description

Build AssetBundles from a building map.

This variant of the function lets you specify the names and contents of the bundles using a "build map" rather than with the details set in the editor. The map is simply an array of AssetBundleBuild objects, each of which contains a bundle name and a list of the names of asset files to be added to the named bundle.

using UnityEngine;
using UnityEditor;

public class BuildAssetBundlesBuildMapExample : MonoBehaviour { [MenuItem("Example/Build Asset Bundles Using BuildMap")] static void BuildMapABs() { // Create the array of bundle build details. AssetBundleBuild[] buildMap = new AssetBundleBuild[2];

buildMap[0].assetBundleName = "enemybundle";

string[] enemyAssets = new string[2]; enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg"; enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg";

buildMap[0].assetNames = enemyAssets; buildMap[1].assetBundleName = "herobundle";

string[] heroAssets = new string[1]; heroAssets[0] = "char_hero_beanMan"; buildMap[1].assetNames = heroAssets;

BuildPipeline.BuildAssetBundles("Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961