private static void Create() { string outPath = Path.Combine(AssetBundlesOutputPath, EditorUserBuildSettings.activeBuildTarget.ToString()); if (!Directory.Exists(outPath)) { Directory.CreateDirectory(outPath); } LoaderManager.CleaarAllABNames(); LoaderManager.SetABNames(sourcePath); //根据BuildSetting里面所激活的平台进行打包 AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(outPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); AssetDatabase.Refresh(); EditorUtility.DisplayDialog("", "打包" + (manifest == null ? "失败" : "成功"), "确定"); }