using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class BundleBuilder : Editor { [MenuItem("Build/ Build All AssetsBundles")] static void BuildAllAssetsBundles() { BuildTarget[] platforms = new BuildTarget[] { BuildTarget.StandaloneWindows64, BuildTarget.StandaloneLinux64, BuildTarget.StandaloneOSX }; foreach (BuildTarget platform in platforms) { BuildAssetBundles(platform); } } [MenuItem("Build/ Build Active Target AssetsBundles")] static void BuildCurrentTargetAssetsBundles() { BuildTarget platform = EditorUserBuildSettings.activeBuildTarget; BuildAssetBundles(platform); } static void BuildAssetBundles(BuildTarget platform) { string path = System.IO.Path.Combine(System.IO.Directory.GetCurrentDirectory(), "Assets/AssetBundles/" + platform.ToString()); if (System.IO.Directory.Exists(path) == false) { System.IO.Directory.CreateDirectory(path); Debug.LogFormat("creating directory {0}", path); } BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, platform); } }