# Export(ExportPackageParameters)

> Exports assets using the parameters argument.

## Definition

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

```csharp
public static void Export(ExportPackageParameters parameters)
```

### Parameters

**** (\[ExportPackageParameters]\(/engine/6000.6/script-reference/unityeditor/assetpackage/exportpackageparameters)): A list of parameters for the export operation. Refer to Additional Resources: [ExportPackageParameters](/engine/6000.6/script-reference/unityeditor/assetpackage/exportpackageparameters.md)

### Remarks

Additional Resources: [ExportPackageParameters](/engine/6000.6/script-reference/unityeditor/assetpackage/exportpackageparameters.md) for information on parameters that gets exported.

### Examples

```csharp
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.AssetPackage;
using UnityEngine;

public class AssetPackageExamples : MonoBehaviour
{
    [MenuItem("AssetPackage/Export")]
    static void Export()
    {
        var exportedPackageAssetList = new List<string>();
        //Find all shaders that have "Surface" in their names and add them to the list
        foreach (var guid in AssetDatabase.FindAssets("t:Shader Surface", new []{"Assets/Shaders"}))
        {
            var path = AssetDatabase.GUIDToAssetPath(guid);
            exportedPackageAssetList.Add(path);
        }

        //Add Prefabs folder into the asset list
        exportedPackageAssetList.Add("Assets/Prefabs");
        //Export Shaders and Prefabs with their dependencies into a .unitypackage
        Package.Export(new ExportPackageParameters(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", CloudProjectSettings.organizationKey,
            ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies));
    }
}
```
