之前花费好长时间找的,也是在百度里面寻找,很多都是过期的,不能用的,方法不支持
在网上筛选的资料,防止以后再寻找。。
using UnityEngine;
using System.Collections;using UnityEditor;
public class CreateAssetBundles : Editor
{
[MenuItem("Tools/Build AssetBundle From Selection")]
static void ExportResourceRGB2()
{
Caching.ClearCache();//清理缓存
// 打开保存面板,获得用户选择的路径
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "assetbundle");
if (path.Length != 0)
{
// 选择的要保存的对象
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
//打包
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneWindows);
}
Caching.ClearCache();
}
[MenuItem("Tools/Save Scene")]
static void ExportScene()
{
Caching.ClearCache();//清理缓存
// 打开保存面板,获得用户选择的路径
// string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
string path = Application.persistentDataPath + "/assets/ource.unity3d";
if (path.Length != 0)
{
// 选择的要保存的对象
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
string[] scenes = { "Assets/Scenes/New11006.unity", "Assets/Scenes/New1103.unity", "Assets/Scenes/dsds.unity" };
//打包
BuildPipeline.BuildPlayer(scenes, path, BuildTarget.Android, BuildOptions.BuildAdditionalStreamedScenes);
}
}
}