版权声明:请尊重原劳动成果 https://blog.csdn.net/qq_39646949/article/details/86553341
1、此脚本放到Editor文件夹下面。
2、
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
//设为一个菜单选项
[MenuItem(“Assets/Build AssetBundles”)]
static void BuildAllAssetBundles()
{
//创建一个文件路径
string dir = path ;
if (Directory.Exists(dir) == false)
{
Directory.CreateDirectory(dir);
}
//输出路径,BuildAssetBundleOptions,平台
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
// 刷新,可以直接在Unity工程中看见打包后的文件
AssetDatabase.Refresh();
}
[MenuItem("Assets/Build Scene")]
static void BuildScene()
{
string name = Selection.activeObject.name;
string dir = path + name + ".dy";
if (File.Exists(dir))
{
File.Delete(dir);
}
if (Directory.Exists(dir) == false)
{
Directory.CreateDirectory(dir);
}
string[] levels = { "Assets/Scenes/" + name + ".unity" };
BuildPipeline.BuildPlayer(levels, dir, BuildTarget.StandaloneWindows64, BuildOptions.BuildAdditionalStreamedScenes);
AssetDatabase.Refresh();
}
}