See in Glossary:īuildAssetBundleOptions.None: This bundle option uses LZMA Format compression, which is a single compressed LZMA stream of serialized data files. See Texture Compression, Animation Compression, Audio Compression, Build Compression. While you’re free to combine BuildAssetBundleOptions as needs change and arise, there are three specific BuildAssetBundleOptions that deal with AssetBundle Compression A method of storing data that reduces the amount of storage space it requires. See Scripting API Reference on BuildAssetBundleOptions for a table of all the options. There are several different BuildAssetBundleOptions that you can specify that have a variety of effects. You can change this to any output directory you desire, just ensure that the folder actually exists before you attempt a build. Let’s dive a little deeper into what we’re actually saying.Īssets/AssetBundles: This is the directory that the AssetBundles will be output to. In the documentation on the AssetBundle Workflow, we have a code sample which passes three arguments to the BuildPipeline.BuildAssetBundles function. A recommended, and more user friendly, alternative is to use the Addressables package. Note: This section describes the creation of AssetBundles using the built-in BuildPipeline.BuildAssetBundles() API.
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