Version: 2021.3
LanguageEnglish
  • C#

BuildPipeline.BuildAssetBundleExplicitAssetNames

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

Obsolete BuildAssetBundleExplicitAssetNames has been made obsolete. Please use the new AssetBundle build system introduced in 5.0 and check BuildAssetBundles documentation for details.

Declaration

public static bool BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
Obsolete BuildAssetBundleExplicitAssetNames has been made obsolete. Please use the new AssetBundle build system introduced in 5.0 and check BuildAssetBundles documentation for details.

Declaration

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

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.

Additional resources: BuildAssetBundle, AssetBundle class, DownloadHandlerAssetBundle.