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);
}
}
}