ExportPackage
Exports the assets identified by assetPathNames to a unitypackage file in fileName.
Read time 5 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
ExportPackage(string, string)
Exports the assets identified by to a unitypackage file in .
assetPathNamesfileNamepublic static void ExportPackage(string assetPathName, string fileName)
Parameters
Remarks
Obsolete. Use Package.Export instead.
Additional Resources: ExportPackageOptions for information on how you can affect what gets exported.
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/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 AssetDatabase.ExportPackage(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", CloudProjectSettings.organizationKey, ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); }}
ExportPackage(string, string, ExportPackageOptions)
Exports the assets identified by to a unitypackage file in .
assetPathNamesfileNamepublic static void ExportPackage(string assetPathName, string fileName, ExportPackageOptions flags)
Parameters
The path of an asset to export.
The file path to create a new unitypackage file at.
Options for how Unity exports a package. Refer to Additional Resources: ExportPackageOptions
Remarks
Obsolete. Use Package.Export instead.
Additional Resources: ExportPackageOptions for information on how you can affect what gets exported.
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/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 AssetDatabase.ExportPackage(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", CloudProjectSettings.organizationKey, ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); }}
ExportPackage(string[], string, ExportPackageOptions)
Exports the assets identified by to a unitypackage file in .
assetPathNamesfileNamepublic static void ExportPackage(string[] assetPathNames, string fileName, ExportPackageOptions flags)
Parameters
An array of asset paths to export.
The file path to create a new unitypackage file at.
Options for how Unity exports a package. Refer to Additional Resources: ExportPackageOptions
Remarks
Obsolete. Use Package.Export instead.
Additional Resources: ExportPackageOptions for information on how you can affect what gets exported.
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/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 AssetDatabase.ExportPackage(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", CloudProjectSettings.organizationKey, ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); }}
ExportPackage(string, string, string, ExportPackageOptions)
Exports the assets identified by to a unitypackage file in .
assetPathNamesfileNamepublic static void ExportPackage(string assetPathName, string fileName, string ownerOrgId, ExportPackageOptions flags)
Parameters
The path of an asset to export.
The file path to create a new unitypackage file at.
The organization ID to associate with the exported package as its signing organization. You can find the Organization ID in the Unity Cloud dashboard (Administration > Settings). If you belong to multiple organizations, make sure you’re signed in to the correct one before copying the ID.
Options for how Unity exports a package. Refer to Additional Resources: ExportPackageOptions
Remarks
Obsolete. Use Package.Export instead.
Additional Resources: ExportPackageOptions for information on how you can affect what gets exported.
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/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 AssetDatabase.ExportPackage(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", CloudProjectSettings.organizationKey, ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); }}
ExportPackage(string[], string, string, ExportPackageOptions)
Exports the assets identified by to a unitypackage file in .
assetPathNamesfileNamepublic static void ExportPackage(string[] assetPathNames, string fileName, string ownerOrgId, ExportPackageOptions flags)
Parameters
An array of asset paths to export.
The file path to create a new unitypackage file at.
The organization ID to associate with the exported package as its signing organization. You can find the Organization ID in the Unity Cloud dashboard (Administration > Settings). If you belong to multiple organizations, make sure you’re signed in to the correct one before copying the ID.
Options for how Unity exports a package. Refer to Additional Resources: ExportPackageOptions
Remarks
Obsolete. Use Package.Export instead.
Additional Resources: ExportPackageOptions for information on how you can affect what gets exported.
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/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 AssetDatabase.ExportPackage(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", CloudProjectSettings.organizationKey, ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); }}