unity创建资源及打包

```

DynamicDependenciesHolder holder = ScriptableObject.CreateInstance();

        AssetDatabase.CreateAsset(holder,  "Assets/test.asset"); //这个是相对路径,Assets目录下的文件

        //AssetDatabase.CreateAsset(holder, Application.dataPath + "/test.asset"); 不能用绝对路径!!!

        AssetBundleBuild buildInfo = new AssetBundleBuild();

        buildInfo.assetBundleName = "bbb/test.x"; //这个是指在下面的test目录下的层级

        buildInfo.assetNames = new string[] { "Assets/test.asset" }; //这个是相对路径

        //test这个目录必须存在,否则返回ArgumentException: The output path "test/" doesn't exist

        BuildPipeline.BuildAssetBundles("test/", new AssetBundleBuild[] { buildInfo }, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);

        EditorUtility.DisplayDialog("提示", Application.dataPath, "OK");

```

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