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  • assetbundle打包

    using UnityEditor;
    using UnityEngine;
    
    public class BuildAssetBundle
    {
        [MenuItem("AssetBundle/BuildSingle")]
        static void BuildSigle()
        {
            BuildPipeline.BuildAssetBundles(Application.dataPath, BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
            AssetDatabase.Refresh();
        }
    
        [MenuItem("AssetBundle/BuildCollections")]
        static void BuildCollections()
        {
            AssetBundleBuild[] buildMap = new AssetBundleBuild[1];
    
            buildMap[0].assetBundleName = "abc";
    
            object[] selects = Selection.GetFiltered(typeof(Object), SelectionMode.Assets);
    
            string[] abcBundle = new string[selects.Length]; 
    
            for(int i=0;i<selects.Length;i++)
            {
                abcBundle[i] = AssetDatabase.GetAssetPath((GameObject)selects[i]);
            }
    
            buildMap[0].assetNames = abcBundle;
    
            BuildPipeline.BuildAssetBundles(Application.dataPath+"/Test",BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
    
            AssetDatabase.Refresh();
        }
    
    
    
    }
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  • 原文地址:https://www.cnblogs.com/0315cz/p/8311381.html
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