Version: 2022.1
LanguageEnglish
  • C#

AssetDatabase.ExportPackage

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Declaration

public static void ExportPackage(string assetPathName, string fileName);

Declaration

public static void ExportPackage(string assetPathName, string fileName, ExportPackageOptions flags);

Declaration

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); } }