unity 指令碼設定AssetBundle Name和Variant
阿新 • • 發佈:2018-11-12
unity現在的版本所有資源可以手動配置AssetBundle 的Name和Variant,這裡用指令碼設定下
[MenuItem("Tools/Test1")]
public static void SetBundleName()
{
AssetImporter importer = AssetImporter.GetAtPath("assets/test.prefab");
Debug.Log("assetPath:" + importer.assetPath);
Debug.Log("name:" + importer.name);
string bundleName = importer.assetPath.Split('.')[0].Replace("assets/",string.Empty);
Debug.Log("bundleName:" + bundleName);
importer.assetBundleName = bundleName + ".unity3d";
importer.assetBundleVariant = "v1";
AssetDatabase.SaveAssets();
AssetDatabase. Refresh();
}