unity 脚本设置AssetBundle Name和Variant

unity现在的版本所有资源可以手动配置AssetBundle 的Name和Variant,这里用脚本设置下
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    [MenuItem("Tools/Test1")]
    public static void SetBundleName()
    {
        AssetImporter importer = AssetImporter.GetAtPath("assets/test.prefab");
        Debug.Log("assetPath:" + importer.assetPath);
        Debug.Log("name:" + importer.name);
        string bundleName = importer.assetPath.Split('.')[0].Replace("assets/",string.Empty);
        Debug.Log("bundleName:" + bundleName);
        importer.assetBundleName = bundleName + ".unity3d";
        importer.assetBundleVariant = "v1";
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }

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转载自blog.csdn.net/codingriver/article/details/83990015