FateViewer/Assets/Editor/CreateAssetBundles.cs

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2023-10-09 00:51:40 +08:00
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
[MenuItem("Assets/Build selected as AssetBundle")]
static void BuildAssetBundle()
{
string assetBundleDirectory = "Assets/AssetBundles/";
if (!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundle(Selection.activeObject, new UnityEngine.Object[] { Selection.activeObject }, assetBundleDirectory + Selection.activeObject.name,
BuildAssetBundleOptions.UncompressedAssetBundle,
EditorUserBuildSettings.activeBuildTarget);
}
[MenuItem("Assets/Build selected as AssetBundle", true)]
static bool CheckAssetBundlePossible()
{
return Selection.activeObject != null;
}
}