using UnityEditor;
using System.IO;
注意AssetBundle不能写
public class AssetBundles : Editor
{
[MenuItem("Tools/CreatAssetBundle")]
public static void CreatAssetBundle()
{
string filePath = "AssetBundle";//文件名为AssetBundle
if (Directory.Exists(filePath)==false)//判断是否存在,不存在创建
{
Directory.CreateDirectory(filePath);//根据文件夹路径创建文件夹
}
//可以使用 (打包输出的路径,压缩格式(枚举),编译平台)
BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
}
}