![]() ![]() LZMA compression requires that the entire bundle is decompressed before it’s used. 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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