Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

AssetBundle.RecompressAssetBundleAsync

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static AssetBundleRecompressOperation RecompressAssetBundleAsync(string inputPath, string outputPath, BuildCompression method, uint expectedCRC, ThreadPriority priority);

Parameters

inputPathPath to the AssetBundle to recompress.
outputPathPath to the recompressed AssetBundle to be generated. Can be the same as inputPath.
methodThe compression method, level and blocksize to use during recompression. Only some BuildCompression types are supported (see note).
expectedCRCCRC of the AssetBundle to test against. Testing this requires additional file reading and computation. Pass in 0 to skip this check.
priorityThe priority at which the recompression operation should run. This sets thread priority during the operation and does not effect the order in which operations are performed. Recompression operations run on a background worker thread.

Description

Asynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another.

Method must be a BuildCompression whose name ends with Runtime, for example LZ4Runtime, otherwise an ArgumentException will be thrown.

Did you find this page useful? Please give it a rating: