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Unity Engine


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
assetPathNames
to a unitypackage file in
fileName
.
Warning
Deprecated. Use UnityEditor.AssetPackage.Package.Export(ExportPackageParameters) instead.
public static void ExportPackage(string assetPathName, string fileName)

Parameters

assetPathName

The path of an asset to export.

fileName

The file path to create a new unitypackage file at.

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
assetPathNames
to a unitypackage file in
fileName
.
Warning
Deprecated. Use UnityEditor.AssetPackage.Package.Export(ExportPackageParameters) instead.
public static void ExportPackage(string assetPathName, string fileName, ExportPackageOptions flags)

Parameters

assetPathName

The path of an asset to export.

fileName

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
assetPathNames
to a unitypackage file in
fileName
.
Warning
Deprecated. Use UnityEditor.AssetPackage.Package.Export(ExportPackageParameters) instead.
public static void ExportPackage(string[] assetPathNames, string fileName, ExportPackageOptions flags)

Parameters

assetPathNames

An array of asset paths to export.

fileName

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
assetPathNames
to a unitypackage file in
fileName
.
Warning
Deprecated. Use UnityEditor.AssetPackage.Package.Export(ExportPackageParameters) instead.
public static void ExportPackage(string assetPathName, string fileName, string ownerOrgId, ExportPackageOptions flags)

Parameters

assetPathName

The path of an asset to export.

fileName

The file path to create a new unitypackage file at.

ownerOrgId

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
assetPathNames
to a unitypackage file in
fileName
.
Warning
Deprecated. Use UnityEditor.AssetPackage.Package.Export(ExportPackageParameters) instead.
public static void ExportPackage(string[] assetPathNames, string fileName, string ownerOrgId, ExportPackageOptions flags)

Parameters

assetPathNames

An array of asset paths to export.

fileName

The file path to create a new unitypackage file at.

ownerOrgId

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); }}