Version: 2020.1
LanguageEnglish
  • C#

AssetDatabase.GetImplicitAssetBundleName

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 string GetImplicitAssetBundleName(string assetPath);

Parameters

assetPath The asset's path.

Returns

string Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details.

Description

Returns the name of the AssetBundle that a given asset belongs to.

If the asset has been explicitly assigned to an AssetBundle, then that value is returned. If the asset doesn't belong to an AssetBundle, its parent folders are traversed until one that belongs to an AssetBundle is found. If a folder that matches this condition is found, its AssetBundle name is returned. If none is found, an empty string is returned.

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
public class AssetDatabaseExamples : MonoBehaviour
{
    [MenuItem("AssetDatabase/CheckBundleNames")]
    static void CheckBundleNames()
    {
        var assetsWithIncorrectBundle = new List<string>();
        var correctBundleName = "metaltexturebundle";
        //Check if any of the assets have an incorrect bundle set to them
        for (var i = 0; i < 10; i++)
        {
            var texturePath = $"Assets/Textures/Metal/Metal{i}.png";
            if(AssetDatabase.GetImplicitAssetBundleName(texturePath) != correctBundleName)
                assetsWithIncorrectBundle.Add(texturePath);
        }

//If no such assets exist then return if (!assetsWithIncorrectBundle.Any()) return; //If there are such assets then print them out var incorrectAssetNames = ""; foreach (var asset in assetsWithIncorrectBundle) { incorrectAssetNames += $"\"{asset}\" "; } Debug.LogWarning($"Assets with an incorrect Asset Bundle {incorrectAssetNames}"); } }

Did you find this page useful? Please give it a rating: