using UnityEditor; using UnityEngine; using System.IO ; /// <summary> /// Create asset bundles for different OS /// </summary> public class AssetBundleCreation { private static string s_exportPath = "Assets/AssetBundles" ; #if UNITY_IOS [MenuItem("ARF/Build AssetBundles iOS")] static void BuildAllAssetBundlesIOS() { CheckDirectory(); BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.iOS); } #endif #if UNITY_EDITOR_WIN [MenuItem("ARF/Build AssetBundles Windows")] static void BuildAllAssetBundlesWindows() { CheckDirectory(); BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } #endif #if UNITY_ANDROID [MenuItem("ARF/Build AssetBundles Android")] static void BuildAllAssetBundlesAndroid() { CheckDirectory(); BuildPipeline.BuildAssetBundles(s_exportPath, BuildAssetBundleOptions.None, BuildTarget.Android); } #endif static void CheckDirectory() { if (!Directory.Exists(s_exportPath)) { Directory.CreateDirectory(s_exportPath); } } }