해당 스크립트는 Asset/Editor폴더에 넣어야 함
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class ExportAssetbundles
{
[MenuItem("Assets/Build AssetBundle Android")]
static void ExportResourcesAndroid()
{
string path = EditorUtility.SaveFilePanel(Application.loadedLevel + "Export AssetBundle for Android", "", "New Assetbundle", "unity3d");
if (path.Length != 0)
{
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, (BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets), BuildTarget.Android);
Selection.objects = selection;
}
}
[MenuItem("Assets/Build AssetBundle iOS")]
static void ExportResourcesiOS()
{
string path = EditorUtility.SaveFilePanel(Application.loadedLevel + "Export AssetBundle for iOS", "", "New Assetbundle", "unity3d");
if (path.Length != 0)
{
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, (BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets), BuildTarget.iOS);
Selection.objects = selection;
}
}
}