Unity打包的时候保存默认的输出路径,再次使用该路径的时候读取之
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; using System.Text; public class BuildTool { [MenuItem("BuildTool/BuildCloth/BuildSelect")] static void LgsTest() { string defaultPath = getDefaultPath(); string buildPath = EditorUtility.SaveFolderPanel("Build Select Cloth", defaultPath, ""); if (buildPath.Length > 0) { saveDefaultPath(buildPath); } } static void saveDefaultPath(string defaultPath) { string configPath = System.Environment.CurrentDirectory + "/path.init"; using (FileStream fs = new FileStream(configPath, FileMode.Create)) { using (StreamWriter sw = new StreamWriter(fs, Encoding.UTF8)) { sw.Write(defaultPath); } } } static string getDefaultPath() { // System.Environment.CurrentDirectory : 在Unity中指工程的跟目录,即与Assets目录是平级的。 string configPath = System.Environment.CurrentDirectory + "/path.init"; string result = string.Empty; if (File.Exists(configPath)) { using (FileStream fs = new FileStream(configPath, FileMode.Open)) { using (StreamReader sr = new StreamReader(fs, Encoding.UTF8)) { result = sr.ReadToEnd(); } } } else { //Application.dataPath 指Assets目录 result = Application.dataPath; } return result; } }