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();
}
}