1. 指定资源的AssetBundle属性
(catalog/name)catalog指定生成再哪个目录下(也可以忽略),name是ab包的名字。目录和名字使用斜杠 “ / ” 区分
![](https://img.haomeiwen.com/i14971803/b7ba3a1c96d960f0.png)
![](https://img.haomeiwen.com/i14971803/1654a650bb5a113b.png)
2.接着使用代码进行打ab包
using UnityEditor;
using System.IO;
//打ab包操作
public class CreateAssetBundlesOperation
{
// MenuItem:编辑器扩展方法:把打包按钮放在unity菜单下(例:Assets下面)
//Assets-菜单名,Build AssetBundles-打包按钮名
[MenuItem("Assets/Build AssetBundles")]
static void OnCreateAssetBundlesButton()
{
// ab包路径
string ABPath= "AssetBundles";
//没有就创建
if (Directory.Exists(ABPath) == false)
Directory.CreateDirectory(ABPath);
//BuildTarget 选择build出来的AB包要使用的平台
BuildPipeline.BuildAssetBundles(ABPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
}
}
编译后在unity的Assets菜单下会增加Build AssetBundles按钮选项
![](https://img.haomeiwen.com/i14971803/fc9e22e52fba5a74.png)
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