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输出AssetsBundle包

输出AssetsBundle包

作者: just0119 | 来源:发表于2023-08-06 11:29 被阅读0次
     [MenuItem("SDK/审核窗口")]
         static void StartBuild()
             {
                 var platforms = new[] { "windows", "android", "ios" };
    
                 string assetBundleDirectory = "Assets/OutPut/";  //输出目录
                 string assetBundleName = "ball1"; //输出名字
                 string assetName = "Assets/del/ball1.prefab"; //预制体目录
    
                 foreach (var p in platforms)
                 {
                     List<AssetBundleBuild> buildMap = new List<AssetBundleBuild>();
                     AssetBundleBuild build = new AssetBundleBuild();
                     build.assetBundleName = assetBundleName + "_" + p;
                     build.assetNames = new[] { assetName };
                     buildMap.Add(build);
                     if (p == "windows")
                     {
                         BuildPipeline.BuildAssetBundles(assetBundleDirectory, buildMap.ToArray(),
                             BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
                     }
                     else if (p == "android")
                     {
                         BuildPipeline.BuildAssetBundles(assetBundleDirectory, buildMap.ToArray(),
                             BuildAssetBundleOptions.None, BuildTarget.Android);
                     }
                     else if (p == "ios")
                     {
                         BuildPipeline.BuildAssetBundles(assetBundleDirectory, buildMap.ToArray(),
                             BuildAssetBundleOptions.None, BuildTarget.iOS);
                     }
                 }
             }
    
         [MenuItem("SDK/场景测试")]
         static void StartRun()
         {
             EditorApplication.EnterPlaymode();
         }
    

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