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Unity Engine


GetImplicitAssetBundleName(string)

Returns the name of the AssetBundle that a given asset belongs to.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor
public static string GetImplicitAssetBundleName(string assetPath)

Parameters

assetPath

The asset's path.

Returns

Type

Description

stringReturns the name of the AssetBundle that a given asset belongs to. See the method description for more details.

Remarks

If the asset has been explicitly assigned to an AssetBundle, then that value is returned. If the asset doesn't belong to an AssetBundle, its parent folders are traversed until one that belongs to an AssetBundle is found. If a folder that matches this condition is found, its AssetBundle name is returned. If none is found, an empty string is returned.

Examples

using System.Collections.Generic;using System.Linq;using UnityEngine;using UnityEditor;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Check Bundle Names")] static void CheckBundleNames() { var assetsWithIncorrectBundle = new List<string>(); var correctBundleName = "metaltexturebundle"; //Check if any of the assets have an incorrect bundle set to them for (var i = 0; i < 10; i++) { var texturePath = $"Assets/Textures/Metal/Metal{i}.png"; if(AssetDatabase.GetImplicitAssetBundleName(texturePath) != correctBundleName) assetsWithIncorrectBundle.Add(texturePath); } //If no such assets exist then return if (!assetsWithIncorrectBundle.Any()) return; //If there are such assets then print them out var incorrectAssetNames = ""; foreach (var asset in assetsWithIncorrectBundle) { incorrectAssetNames += $"\"{asset}\" "; } Debug.LogWarning($"Assets with an incorrect Asset Bundle {incorrectAssetNames}"); }}