# assetBundleManifestPath

> The path to an manifest file describing all of the asset bundles used in the build (optional).

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public string assetBundleManifestPath { readonly get; set; }
```

### Remarks

When you call [BuildPipeline.BuildAssetBundles](/engine/6000.3/script-reference/unityeditor/buildpipeline/buildassetbundles.md) to create your AssetBundles, Unity will also generate a manifest file with a filename matching the parent directory name and ".manifest" as its extension. You can assign the path to this manifest file to `assetBundleManifestPath` to ensure that a player build does not strip any types used in the AssetBundles that you built.

You do not need to set this property when you use /link.xml/ files, or if you generate AssetBundles using the [Addressables](https://docs.unity3d.com/Packages/com.unity.addressables@latest) package.

See [Managed code stripping](/engine/6000.3/manual/scripting/compilation-and-code-reload/script-compilation/managed-code-stripping.md) for more information about code stripping.
