levels | アセットバンドルに含めるシーンアセットのパスの配列 |
locationPath | アセットバンドルの保存先 |
target | アセットバンドルが使用されるランタイムのプラットフォーム |
crc | 生成されたアセットバンドルの CRC チェックサムを受け取るための出力パラメーター |
options | ビルドオプション。選択できる値の一覧については BuildOptions を参照してください。 |
string なんらかのエラーが出た場合、戻り値としてエラー文字を返します。成功したときは空文字になります。
Builds one or more Scenes and all their dependencies into a compressed asset bundle.
The Scene AssetBundle can be built for any target platform and always creates a single compressed unity3d file.
The Scene can be downloaded and loaded using the UnityWebRequest class.
You can use UnityWebRequestAssetBundle.GetAssetBundle to cache the downloaded Scene after it has been downloaded. The optional crc
output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().
using UnityEngine; using UnityEditor; using System.Collections;
public class StreamedSceneLoaderExample { // Build a streamed unity3d file. This contain one Scene that can be downloaded // on demand and loaded once its asset bundle has been loaded.
[MenuItem("Build/BuildWlayerStreamed")] public static void MyBuild() { string[] levels = new string[] {"Assets/Level1.unity"}; BuildPipeline.BuildStreamedSceneAssetBundle(levels, "Streamed-Level1.unity3d", BuildTarget.StandaloneWindows); } }
When downloading the built compressed file, you need to call DownloadHandlerAssetBundle.GetContent() in order to make the Scene available to the Application.LoadLevel() and Application.LoadLevelAdditive() functions.
using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class StreamedSceneLoaderExample : MonoBehaviour { IEnumerator Start() { // Download compressed Scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached. // Then Unity will completely skip the download and load the decompressed Scene directly from disk. var download = UnityWebRequestAssetBundle.GetAssetBundle("http://myWebSite.com/Streamed-Level1.unity3d", 5); yield return download.SendWebRequest();
// Handle error if (download.result != UnityWebRequest.Result.Success) { Debug.LogError(download.error); yield break; }
// In order to make the Scene available from LoadLevel, we have to load the asset bundle. // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed. var bundle = DownloadHandlerAssetBundle.GetContent(download);
// Load the level we have just downloaded Application.LoadLevel("Level1"); } }