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카테고리 없음

에셋번들 빌드 스크립트.

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;
        }
    }
}