Pack Virtual Geometry cluster when creating the AssetBundle.
The Virtual Geometry Mesh will preserve only the cluster data and discard the geometry data when building AssetBundles. (Mesh with "Allow VG Switch" enabled will preserve both sets of data.)
//Create a folder (right click in the Assets folder and go to Create>Folder), 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 “Pack Clusters Into AssetBundle”. 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 (Uncompressed) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Pack Clusters Into AssetBundle")] static void BuildABsUncompressed() { //Build the AssetBundles in uncompressed build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.PackClustersIntoAssetBundle, BuildTarget.StandaloneOSX); } }