一、須要將該腳本放在Editor文件夾下編輯器
// 建立一個Windows AssetBundle包 using UnityEngine; using UnityEditor; using System.IO; public class BuildAssetBundlesExample : MonoBehaviour { //建立編輯器菜單目錄 [MenuItem("Example/Build Asset Bundles")] static void BuildABs() { //將這些資源包放在一個名爲ABs的目錄下 string assetBundleDirectory = "Assets/ABs"; //若是目錄不存在,就建立一個目錄 if (!Directory.Exists(assetBundleDirectory)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } } ———————————————— 版權聲明:本文爲CSDN博主「醉忘天涯一線天」的原創文章,遵循 CC 4.0 BY-SA 版權協議,轉載請附上原文出處連接及本聲明。 原文連接:https://blog.csdn.net/lmyfx/article/details/78236225