BuildPipeline.BuildAssetBundleExplicitAssetNames

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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);

Parámetros

assetsUna colección de assets que se incorporará al asset bundle. Los asset bundles pueden contener cualquier asset que se encuentre en la carpeta del proyecto.
assetNamesAn 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.
pathNameLa ubicación donde el asset bundle comprimido será escrito.
assetBundleOptionsIncluya automáticamente dependencias o incluya siempre assets completos en lugar de sólo los objetos referenciados exactos.
targetPlatformLa plataforma donde se utilizará el asset bundle.
crcAn optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().)

Descripción

Crea un asset bundle, con nombres personalizados para los 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.