public static void GetAllSprite() { SpriteData data = new SpriteData(); var o = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets); var g = Selection.assetGUIDs; for (int i = 0; i < o.Length; i++) { var p = AssetDatabase.GetAssetPath(o[i]); var sp = AssetDatabase.LoadAllAssetsAtPath(p); if (sp != null) { if (sp.Length > 0) { for (int j = 0; j < sp.Length; j++) { data.AddSprite(sp[j] as Sprite); } } } } string path = Application.dataPath + "/AssetsBundle/SpriteInfo.bytes"; data.Save("spriteInfo", path); data.Clear(); Debug.Log("create done : " + path); }