GetImplicitAssetBundleVariantName(string)
Returns the name of the AssetBundle Variant that a given asset belongs to.
Read time 1 minuteLast updated 9 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
public static string GetImplicitAssetBundleVariantName(string assetPath)
Parameters
The asset's path.
Returns
Type | Description |
|---|---|
| string | Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details. |
Remarks
If the asset has been explicitly assigned to an AssetBundle Variant, then that value is returned. If the asset doesn't belong to an AssetBundle Variant, its parent folders are traversed until one that belongs to an AssetBundle Variant is found. If a folder that matches this condition is found, its AssetBundle Variant name is returned. If none is found, an empty string is returned.
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine; public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Export Ground Textures")] static void ExportGroundTextures() { var groundTextures4k = new List<string>(); var groundTextures2k = new List<string>(); foreach (var guid in AssetDatabase.FindAssets("l:Ground", new []{"Assets/Textures"})) { var path = AssetDatabase.GUIDToAssetPath(guid); if(AssetDatabase.GetImplicitAssetBundleVariantName(path) == "4k") groundTextures4k.Add(path); else groundTextures2k.Add(path); } AssetDatabase.ExportPackage(groundTextures4k.ToArray(), "groundTextures4k.unitypackage"); AssetDatabase.ExportPackage(groundTextures2k.ToArray(), "groundTextures2k.unitypackage"); } }