注意:在手机上发布的话文件要打包到Streaming Assets文件夹中
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/*打包程序*/
public class Build
{
[MenuItem("Publish/Build Bundle")]//菜单声明,Publish为菜单名,Build Bundle为菜单1内容
public static void BuildBundle()
{
List<AssetBundleBuild> builds = new List<AssetBundleBuild>(); //声明一个List数组储存需要打包的内容
AssetBundleBuild b = new AssetBundleBuild();//声明一个包
b.assetBundleName = "1.unity3d";//声明包名
b.assetNames = new string[] { "Assets/Materials/m2.mat"
,"Assets/Materials/m3.mat"};//声明要打包的文件,可以多个
builds.Add(b);//将这个包放到builds这个list数组中
BuildPipeline.BuildAssetBundles("Assets/Bundle",
builds.ToArray(), BuildAssetBundleOptions.CollectDependencies,
BuildTarget.StandaloneWindows);//打包函数(打包路径,打包内容要转化为数组,打包选项,打包平台)
}
}