腳本應該放在Editor文件夾下
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class BuildAssetBundle { [MenuItem("BuildAB/BuildABToWin64/LZMA(體積小,加載慢)")] private static void BuildABsToWin64_LZMA() { //在assets下設定一個文件價用於存儲ab資源 string path = Application.dataPath + "/AssetBundle"; //打包ab資源 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64); Debug.Log("AssetBundle資源打包完成"); } [MenuItem("BuildAB/BuildABToWin64/不壓縮(體積大,加載快)")] private static void BuildABsToWin64_UnComper() { //在assets下設定一個文件價用於存儲ab資源 string path = Application.dataPath + "/AssetBundle"; //打包ab資源 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64); Debug.Log("AssetBundle資源打包完成"); } [MenuItem("BuildAB/BuildABToWin64/LZ4(體積中,加載中)")] private static void BuildABsToWin64_LZ4() { //在assets下設定一個文件價用於存儲ab資源 string path = Application.dataPath + "/AssetBundle"; //打包ab資源 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64); Debug.Log("AssetBundle資源打包完成"); } }