A BuildReport object is returned by BuildPipeline.BuildPlayer and can be used to discover information about the files output, the build steps taken, and other platform-specific information such as native code stripping.
For AssetBundle builds the BuildReport is available by calling GetLatestReport immediately after calling BuildPipeline.BuildAssetBundles.
  
       
              
        
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class BuildReportExample
{
    [MenuItem("Example/Build AssetBundle")]
    static public void BuildBundles()
    {
        string buildOutputDirectory = "BuildOutput";
        if (!Directory.Exists(buildOutputDirectory))
            Directory.CreateDirectory(buildOutputDirectory);
        var bundleDefinitions = new AssetBundleBuild[]
        {
            new AssetBundleBuild()
            {
                assetBundleName = "MyBundle",
                assetNames = new string[] { "Assets/Scenes/SampleScene.unity" }
            }
        };
        BuildPipeline.BuildAssetBundles(
            buildOutputDirectory,
            bundleDefinitions,
            BuildAssetBundleOptions.ForceRebuildAssetBundle,
            EditorUserBuildSettings.activeBuildTarget);
        BuildReport report = BuildReport.GetLatestReport();
        if (report != null)
        {
            var sb = new StringBuilder();
            sb.AppendLine("Build result   : " + report.summary.result);
            sb.AppendLine("Build size     : " + report.summary.totalSize + " bytes");
            sb.AppendLine("Build time     : " + report.summary.totalTime);
            sb.AppendLine("Error summary  : " + report.SummarizeErrors());
            sb.Append(LogBuildReportSteps(report));
            sb.AppendLine(LogBuildMessages(report));
            Debug.Log(sb.ToString());
        }
        else
        {
            // Certain errors like invalid input can fail the build immediately, with no BuildReport written
            Debug.Log("AssetBundle build failed");
        }
    }
    public static string LogBuildReportSteps(BuildReport buildReport)
    {
        var sb = new StringBuilder();
        sb.AppendLine($"Build steps: {buildReport.steps.Length}");
        int maxWidth = buildReport.steps.Max(s => s.name.Length + s.depth) + 3;
        foreach (var step in buildReport.steps)
        {
            string rawStepOutput = new string('-', step.depth + 1) + ' ' + step.name;
            sb.AppendLine($"{rawStepOutput.PadRight(maxWidth)}: {step.duration:g}");
        }
        return sb.ToString();
    }
    public static string LogBuildMessages(BuildReport buildReport)
    {
        var sb = new StringBuilder();
        foreach (var step in buildReport.steps)
        {
            foreach (var message in step.messages)
                // If desired, this logic could ignore any Info or Warning messages to focus on more serious messages
                sb.AppendLine($"[{message.type}] {message.content}");
        }
        string messages = sb.ToString();
        if (messages.Length > 0)
            return "Messages logged during Build:\n" + messages;
        else
            return "";
    }
}
 // For the purpose of demonstration, this callback logs different types of errors and forces a build failure
[BuildCallbackVersion(1)]
class MyTroublesomeBuildCallback : IProcessSceneWithReport
{
    public int callbackOrder { get { return 0; } }
    public void OnProcessScene(UnityEngine.SceneManagement.Scene scene, BuildReport report)
    {
        Debug.Log("MyTroublesomeBuildCallback called for " + scene.name);
        Debug.LogError("Logging an error");
        throw new BuildFailedException("Forcing the build to stop");
    }
}