Making asset bundles with different compression settings

Hi all,

So we are using portions of the AssetBundleManager package in conjunction with asset bundle assigning of assets introduced with Unity 5’s asset bundle system. When issuing the API to build the bundles, the API takes one type of compression option to apply to all the bundles being built.

Is there a way to differentiate assets and have some of them end up in a compressed bundle, and others put into an uncompressed bundle?

I would be ok with issuing 2 bundle calls if only a portion of assets that I wish to be compressed were then bundled with that option, and the others bundled as uncompressed when that option is chosen. It is just not apparently obvious how to do this, or if this is even possible.

Thanks!

Mike

Well looking more closely at the API documentation. There appear to be 2 flavors of the BuildPipeline.BuildAssetBundles() method. One of those takes a list of bundles and their associated assets to bundle. Perhaps that is the API I need to use, in which case using the editor’s bundle assignments would not be the way to go in that case.