制作AssetBundle

制作AssetBundle

 

一种为具有依赖关系的AssetBundle生成

另一种为没有依赖关系的AssetBundle生成


using UnityEngine;
	using UnityEditor;
	public class ExportAssetBundles {

//具有依赖关系的AssetBundle生成
		[MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")]
		static void ExportResource () {
			// Bring up save panel
			string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
			if (path.Length != 0) {
				// Build the resource file from the active selection.
				Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
				BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, 
                                  BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
				Selection.objects = selection;
			}
		}

//没有依赖关系的AssetBundle生成
		[MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
		static void ExportResourceNoTrack () {
			// Bring up save panel
			string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
			if (path.Length != 0) {
				// Build the resource file from the active selection.
				BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
			}
		}
	}


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