Unity 4.x 资源打包
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class ExportAssetBundles : MonoBehaviour { //在Unity编辑器中添加菜单 [MenuItem("Assets/Build AssetBundle From Selection")] static void ExportResource() { //打开保存面板 string path = EditorUtility.SaveFilePanel("Save Resource", string.Empty, "New Resource", "assetbundle"); if (path.Length > 0) { //选择要打包的对象 Object[] selections = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); //打包 BuildPipeline.BuildAssetBundle(Selection.activeObject, selections, path, BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.CollectDependencies, BuildTarget.StandaloneWindows); } } [MenuItem("Assets/Save Scene")] static void ExportScene() { string path = EditorUtility.SaveFilePanel("Save Resource", string.Empty, "New Resource", "unity3d"); if (path.Length > 0) { Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); //具体到工程中,需要动态设置 string[] scenes = { "Assets/Scene1.unity" }; BuildPipeline.BuildPlayer(scenes, path, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes); } } }