Unity - Scripting API: BuildAssetBundleOptions
enumeration
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Description
Asset Bundle building options.
Properties
| Property | Description |
|---|---|
| None | Build assetBundle without any special option. |
| UncompressedAssetBundle | Don't compress the data when creating the AssetBundle. |
| DisableWriteTypeTree | Excludes type information from the AssetBundle. |
| ForceRebuildAssetBundle | Initiates a complete rebuild of AssetBundles. |
| IgnoreTypeTreeChanges | Ignore the type tree changes when doing the incremental build check. |
| AppendHashToAssetBundleName | Appends the hash to the AssetBundle name. |
| ChunkBasedCompression | Use chunk-based LZ4 compression when creating the AssetBundle. |
| StrictMode | Fails the build if any errors are reported during it. |
| DryRunBuild | Performs a simulated build of AssetBundles without actually creating the files. |
| DisableLoadAssetByFileName | Disables calling LoadAsset on Asset Bundles using only the file name. |
| DisableLoadAssetByFileNameWithExtension | Prevents loading assets from Asset Bundles using the file name with its extension. |
| AssetBundleStripUnityVersion | Removes the Unity Version number in the Archive File and Serialized File headers during the build. |
| UseContentHash | Use the content of the asset bundle to calculate the hash. This feature is always enabled. |
| StripUnatlasedSpriteCopies | Use 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. |