U3D assetbundle打包

using UnityEngine;
using System.Collections;
using UnityEditor;

//此脚本不一定要放于editor目录下,经测试,放于其它地方也可以
public class testAB {

    //public static 类型的变量是不会出现在UI上的,因为出现在UI的脚本是实例化的脚本,是属于特定对象的
    public static string varTest = "vartest";

    [MenuItem("Assets/BuildAssetBundle/WIN32")]
    static void BuildAssetBundle() //注意此方法必须是这种样子:静态无参无返回值,否则编辑器不认,菜单出不来
    {
        //将多个assetbundle打包到Assets/AssetBundles/目录下,工程中有多少个Asset Label就会打出多少个assetbundle
        BuildPipeline.BuildAssetBundles("Assets/AssetBundles");
    }
}


原文地址:https://www.cnblogs.com/timeObjserver/p/5987404.html