Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method GetAssetPathsFromAssetBundleAndAssetName(assetBundleName: string, assetName: string): string[];
public static string[] GetAssetPathsFromAssetBundleAndAssetName(string assetBundleName, string assetName);

Description

Get the Asset paths for all Assets tagged with assetBundleName and named assetName.

Get the Asset paths for all Assets tagged with assetBundleName and named assetName, regardless of extension or path e.g. "Assets/House.prefab", "Assets/Textures/House.png" and "Assets/Data/House.xml" when assetName is "House".

#pragma strict
public class ExampleScript {
	@MenuItem("AssetDatabase/Display assets in an AssetBundle")
	static function ExampleScriptCode1() {
		var assetPaths: String[] = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName("assetname", "House");
		for (var assetPath: var in assetPaths)
			Debug.Log(assetPath);
	}
	@MenuItem("AssetDatabase/AssetBundle creation")
	static function ExampleScriptCode2() {
		BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSXIntel);
	}
}
using UnityEditor;
using UnityEngine;

public class ExampleScript { [MenuItem("AssetDatabase/Display assets in an AssetBundle")] static void ExampleScriptCode1() { string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName("assetname", "House"); foreach (var assetPath in assetPaths) Debug.Log(assetPath); }

[MenuItem("AssetDatabase/AssetBundle creation")] static void ExampleScriptCode2() { BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSXIntel); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答