概要
using System.IO; using UnityEditor; public static class Example { [MenuItem( "Tools/Build Asset Bundles" )] private static void BuildAssetBundles() { var outputPath = "AssetBundles"; Directory.CreateDirectory( outputPath ); var materialBundle = new AssetBundleBuild { assetBundleName = "materials.bundle", assetNames = new[] { "Assets/material 1.mat", "Assets/material 2.mat", "Assets/material 3.mat", }, }; var sceneBundle = new AssetBundleBuild { assetBundleName = "scenes.bundle", assetNames = new[] { "Assets/scene 1.unity", "Assets/scene 2.unity", "Assets/scene 3.unity", }, }; var builds = new[] { materialBundle, sceneBundle, }; BuildPipeline.BuildAssetBundles ( outputPath: outputPath, builds: builds, assetBundleOptions: BuildAssetBundleOptions.ChunkBasedCompression, targetPlatform: BuildTarget.StandaloneWindows ); } }
BuildPipeline.BuildAssetBundles の引数に AssetBundleBuild の配列を渡すことで
アセットバンドル名やそのアセットバンドルに含まれるアセットをコードから設定できます