インクリメンタルビルドチェックを行う場合、タイプツリーの変更を無視します。
これにより、インクリメンタルビルドチェックを行う場合に、タイプツリーの変更を無視できます。このフラグを設定することにより、含まれているアセットに変更はないがタイプツリーの変更がある場合に、ターゲットのアセットバンドルは再ビルドされません。
//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 “Ignore Type Tree Changes”. Click these menu items to build an AssetBundle into a folder with different options.
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 (Ignore Type Tree Changes) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Ignore Type Tree Changes")] static void BuildABsDry() { //Build the AssetBundles in ignore type tree changes build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.IgnoreTypeTreeChanges, BuildTarget.StandaloneOSX); } }