Version: 2022.3
LanguageEnglish
  • C#

BuildAssetBundleOptions

enumeration

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

Description

Asset Bundle building options.

These flags allows you to configure options when calling BuildPipeline.BuildAssetBundles.

Additional resources: AssetBundle, BuildPipeline.BuildAssetBundles

//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 “Strict Mode”. Click these menu items to build an AssetBundle into a folder with either no extra build options, or a strict build.

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 (Strict Mode) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Strict Mode")] static void BuildABsStrict() { //Build the AssetBundles in strict mode (build fails if any errors are detected) BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneOSX); } }

Properties

NoneBuild assetBundle without any special option.
UncompressedAssetBundleDon't compress the data when creating the AssetBundle.
DisableWriteTypeTreeDo not include type information within the AssetBundle.
ForceRebuildAssetBundleForce rebuild the assetBundles.
IgnoreTypeTreeChangesIgnore the type tree changes when doing the incremental build check.
AppendHashToAssetBundleNameAppend the hash to the assetBundle name.
ChunkBasedCompressionUse chunk-based LZ4 compression when creating the AssetBundle.
StrictModeDo not allow the build to succeed if any errors are reporting during it.
DryRunBuildDo a dry run build.
DisableLoadAssetByFileNameDisables Asset Bundle LoadAsset by file name.
DisableLoadAssetByFileNameWithExtensionDisables Asset Bundle LoadAsset by file name with extension.
AssetBundleStripUnityVersionRemoves the Unity Version number in the Archive File & Serialized File headers during the build.
UseContentHashUse the content of the asset bundle to calculate the hash. Enabling this flag is recommended to improve incremental build results, but it will force a rebuild of all existing AssetBundles that have been built without the flag.
RecurseDependenciesUse when AssetBundle dependencies need to be calculated recursively, such as when you have a dependency chain of matching typed Scriptable Objects.
StripUnatlasedSpriteCopiesUse to prevent duplicating a texture when it is referenced in multiple bundles. This would primarily happen with particle systems. The new behavior does not duplicate the texture if the sprite does not belong to an atlas. Using this flag is the desired behavior, but is not set by default for backwards compatability reasons.