BuildPipeline.BuildAssetBundleExplicitAssetNames
Obsolete public static bool BuildAssetBundleExplicitAssetNames(Object[] assets,
string[] assetNames,
string pathName,
BuildAssetBundleOptions assetBundleOptions,
BuildTarget targetPlatform);
Obsolete public static bool BuildAssetBundleExplicitAssetNames(Object[] assets,
string[] assetNames,
string pathName,
out uint crc,
BuildAssetBundleOptions assetBundleOptions,
BuildTarget targetPlatform);
Parameters
| assets | A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. | |
| assetNames | An array of strings of the same size as the number of assets. These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. | |
| pathName | The location where the compressed asset bundle will be written to. | |
| assetBundleOptions | Automatically include dependencies or always include complete assets instead of just the exact referenced objects. | |
| targetPlatform | The platform where the asset bundle will be used. | |
| crc | An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) |
Description 描述
Builds an asset bundle, with custom names for the assets.
The function returns a boolean value which is true if the build succeeded and false otherwise.
Note: Specifying strings will increase the size of the asset bundle. The Built-in AssetBundle data shown in the build log refers to the string size.
See Also: BuildAssetBundle, AssetBundle class, DownloadHandlerAssetBundle.