Version: 2020.2
LanguageEnglish
  • C#

AssetDatabase.ExportPackage

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static void ExportPackage(string assetPathName, string fileName);
public static void ExportPackage(string assetPathName, string fileName, ExportPackageOptions flags);
public static void ExportPackage(string[] assetPathNames, string fileName, ExportPackageOptions flags = ExportPackageOptions.Default);

Description

Exports the assets identified by assetPathNames to a unitypackage file in fileName.

See Also: ExportPackageOptions for information on how you can affect what gets exported.

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", ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); } }