# assetBundleManifestPath

> The path to a manifest file describing all the AssetBundles used in the build (optional).

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

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

### Remarks

When you call [BuildPipeline.BuildAssetBundles](/engine/6000.5/script-reference/unityeditor/buildpipeline/buildassetbundles.md) to create your AssetBundles, Unity will also generate a .manifest file with a file name matching the parent directory. You can assign the path to this manifest file to `assetBundleManifestPath` to ensure that a player build doesn't strip any types used in your AssetBundles.

You don't need to set this property when using `link.xml` files, or when generating AssetBundles using the [Addressables](https://docs.unity3d.com/Packages/com.unity.addressables@latest) package.

For more information about code stripping, refer to [Managed code stripping](/engine/6000.5/manual/scripting/compilation-and-code-reload/script-compilation/managed-code-stripping.md).
