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Broadcasting AssetBundle on SpriteAtlas

Discussion in 'Asset Bundles' started by LightStriker, Sep 9, 2019.

  1. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,717
    As described in the documentation https://unity3d.com/fr/learn/tutorials/topics/best-practices/assetbundle-usage-patterns

    So... Let's say you have a SpriteAtlas referencing thousands of icons in dozen of different folders.
    Have fun flagging them all with the same AssetBundle, right?

    Free tool to do that, select your SpriteAtlas and run it;

    Code (CSharp):
    1.         [MenuItem("Tools/Asset Bundles/Broadcast AssetBundle")]
    2.         static void BroadcastAssetBundle()
    3.         {
    4.             AssetImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(Selection.activeObject));
    5.             string bundle = importer.assetBundleName;
    6.  
    7.             foreach (string path in AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(Selection.activeObject)))
    8.             {
    9.                 importer = AssetImporter.GetAtPath(path);
    10.                 importer.assetBundleName = bundle;
    11.             }
    12.         }