# SetAssetBundleNameAndVariant(string, string)

> Set the AssetBundle name and variant.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.6/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public void SetAssetBundleNameAndVariant(string assetBundleName, string assetBundleVariant)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): AssetBundle name.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): AssetBundle variant.

### Examples

```csharp
using UnityEngine;
using UnityEditor;
public class SetAssetBundleNameAndVariant : MonoBehaviour
{
    [MenuItem("Tools/SetAssetBundleNameAndVariantExample")]
    static void Example()
    {
        var importer = AssetImporter.GetAtPath("Path/To/Your/Asset"); 
        var newAssetBundleName = "example_bundle_name";
        var newAssetBundleVariant = "v1";

        //Set AssetBundleName and AssetBundleVariant
        importer.SetAssetBundleNameAndVariant(newAssetBundleName, newAssetBundleVariant); 
        Debug.Log($"Set AssetBundleName to {importer.assetBundleName} and AssetBundleVariant to {importer.assetBundleVariant} for: {importer.assetPath}");
    }
}
```
