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; } }