using System.IO; using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEngine; public class CreateAssetBundles { [MenuItem("Assets/Build AssetBundles/Current Platform")] static void BuildAllAssetBundlesCurrPlatform() { string assetBundleDirectory = "Assets/StreamingAssets"; if (!Directory.Exists(Application.streamingAssetsPath)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); } [MenuItem("Assets/Build AssetBundles/Windows")] static void BuildAllAssetBundlesWindows() { string assetBundleDirectory = "Assets/StreamingAssets/Windows"; if (!Directory.Exists(Application.streamingAssetsPath)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows); } [MenuItem("Assets/Build AssetBundles/Linux")] static void BuildAllAssetBundlesLinux() { string assetBundleDirectory = "Assets/StreamingAssets/Linux"; if (!Directory.Exists(Application.streamingAssetsPath)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64); } [MenuItem("Assets/Build AssetBundles/Mac")] static void BuildAllAssetBundlesMacOS() { string assetBundleDirectory = "Assets/StreamingAssets/Mac"; if (!Directory.Exists(Application.streamingAssetsPath)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX); } }