GetAssetPath() public method

public GetAssetPath ( string bundleName, string assetName ) : string
bundleName string
assetName string
return string
        public static T Load <T>(string bundleName, string assetName) where T : UnityEngine.Object
        {
#if UNITY_EDITOR
            if (UseAssetDatabase)
            {
                EnsureAssetDatabase();
                var assetPath = s_EditorAssetMap.GetAssetPath <T>(bundleName, assetName);
                if (string.IsNullOrEmpty(assetPath))
                {
                    return(null);                                //asset not exist
                }
                return(UnityEditor.AssetDatabase.LoadAssetAtPath <T>(assetPath));
            }
#endif
            if (!Initialized)
            {
                throw new System.Exception("BundleManager not initialized, try initialize first!");
            }
            if (!s_AssetBundles.TryGetValue(bundleName, out var foundBundle))
            {
                return(null);
            }
            var loadedAsset = foundBundle.Bundle.LoadAsset <T>(assetName);
            if (loadedAsset != null)
            {
                TrackObjectInternal(loadedAsset, foundBundle);
            }
            return(loadedAsset);
        }