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();
    }



}
原文地址:https://www.cnblogs.com/0315cz/p/8311381.html