using UnityEngine;
using System.Collections;
using UnityEditor;//需要把脚本放到Editor文件夹中,只能打包固定名字的场景
public class bundleScene : MonoBehaviour {
[MenuItem("Build/ExportScene")]//增加菜单栏选项
static void ExprtScene()
{
//保存的路径..
string path = EditorUtility.SaveFilePanel ("Save Scene","","New Scene","unity3d");
if (path.Length != 0) {
Debug.Log("asdfasf");
string[] scenes = {"Assets/Scenes/BundleScene.unity"};//场景
//构建管道..场景,保存的路径,要打包的平台,以某种方式
BuildPipeline.BuildPlayer(scenes,
path,
BuildTarget.StandaloneWindows64,
BuildOptions.BuildAdditionalStreamedScenes);
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using UnityEditor;//需要把脚本放到Editor文件夹中,只能打包固定名字的场景
public class bundleScene : MonoBehaviour {
[MenuItem("Build/ExportScene")]//增加菜单栏选项
static void ExprtScene()
{
//保存的路径..
string path = EditorUtility.SaveFilePanel ("Save Scene","","New Scene","unity3d");
if (path.Length != 0) {
Debug.Log("asdfasf");
string[] scenes = {"Assets/Scenes/BundleScene.unity"};//场景
//构建管道..场景,保存的路径,要打包的平台,以某种方式
BuildPipeline.BuildPlayer(scenes,
path,
BuildTarget.StandaloneWindows64,
BuildOptions.BuildAdditionalStreamedScenes);
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}