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======Building AssetBundles====== There are three class methods you can use to build AssetBundles: * [[ScriptRef:BuildPipeline.BuildAssetBundle.html|BuildPipeline.BuildAssetBundle]] allows you to build AssetBundles of any type of asset. * [[ScriptRef:BuildPipeline.BuildStreamedSceneAssetBundle.html|BuildPipeline.BuildStreamedSceneAssetBundle]] is used when you want to include only scenes to be streamed and loaded as the data becomes available. * [[ScriptRef:BuildPipeline.BuildAssetBundleExplicitAssetNames.html|BuildPipeline.BuildAssetBundleExplicitAssetNames]] is the same as BuildPipeline.BuildAssetBundle but has an extra parameter to specify a custom string identifier (name) for each object. =====An example of how to build an Asset Bundle===== Building asset bundles is done through editor scripting. There is basic example of this in the scripting documentation for [[ScriptRef:BuildPipeline.BuildAssetBundle.html|BuildPipeline.BuildAssetBundle]]. For the sake of this example, copy and paste the script from the link above into a new C# script called ExportAssetBundles. This script should be placed in a folder named Editor, so that it works inside the Unity Editor. {{:unity3d:ExportAssetBundlesScript.png}} Now in the **Assets** menu, you should see two new menu options. {{:unity3d:AssetBundleMenuOptions.png}} - **Build AssetBundle From Selection - Track dependencies**. This will build the current object into an asset bundle and include all of its dependencies. For example if you have a prefab that consists of several hierarchical layers then it will recursively add all the child objects and components to the asset bundle. - **Build AssetBundle From Selection - No dependency tracking**. This is the opposite of the previous and will only include the single asset you have selected. For this example, you should create a new prefab. First create a new Cube by going to **GameObject -> Create Other -> Cube**, which will create a new cube in the Hierarchy View. Then drag the Cube from the Hierarchy View into the Project View, which will create a prefab of that object. You should then right click the Cube prefab in the project window and select **Build AssetBundle From Selection - Track dependencies**. At this point you will be presented with a window to save the bundled asset. If you created a new folder called "AssetBundles" and saved the cube as //Cube.unity3d//, your project window will now look something like this. {{:unity3d:AssetBundlesCube.png}} At this point, you can move the AssetBundle //Cube.unity3d// elsewhere on your local storage, or upload it to a server of your choice. [[AssetBundlesIntro|back to AssetBundles Intro]] [[unity:DownloadingAssetBundles|Downloading Asset Bundles Example]] {{tag>유니티 unity}} * 출처: [[http://unitykoreawiki.com/index.php?n=KrMain.BuildingAssetBundles|유니티코리아위키]] (CC BY-NC-SA 2.0)
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