Get or set the AssetBundle name.
This property makes it possible to programmatically access the assignment of Assets to AssetBundles, corresponding to the AssetBundle control found at the bottom of the Inspector.
This property is stored in the .meta file for the Asset, and inside the AssetDatabase.
Alternatively, AssetBundle contents can also be defined programmatically by filling in an array of AssetBundleBuild structures when calling BuildPipeline.BuildAssetBundles.
Additional resources: AssetBundleBuild.assetBundleName, AssetDatabase.GetAssetPathsFromAssetBundle, AssetDatabase.GetImplicitAssetBundleName.
using UnityEditor; using UnityEngine;
public class AssetBundleNameExample : MonoBehaviour { [MenuItem("Tools/AssetBundleNameExample")] static void Example() { //Get AssetImporter for a specific asset var importer = AssetImporter.GetAtPath("Path/To/Your/Asset"); //Get asset bundle name var assetBundleName = importer.assetBundleName; Debug.Log($"AssetBundleName: {assetBundleName} for: {importer.assetPath}"); //Set asset bundle name importer.assetBundleName = "new_asset_bundle_name"; //Save and reimport to apply changes importer.SaveAndReimport(); Debug.Log($"Updated AssetBundleName to: {importer.assetBundleName} for: {importer.assetPath}"); } }