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unity 指令碼設定AssetBundle Name和Variant

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
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    [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(); }

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