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Question by DustyScreen · May 10, 2016 at 10:46 AM · assetsassetbundles

Editor Script: Get all assets in all AssetBundles

I'm doing an editor script, where I want to iterate over all assets in all assetbundles. My approach so far has been:

     foreach( var assetBundleName in UnityEditor.AssetDatabase.GetAllAssetBundleNames() )
     {
         //GetAllAssetFromAssetBundle( assetBundleName ) <- doesn't exists as far as I know
     }

But I'm stuck on getting an assetbundle by it's name. Is that possible?

Other approaches are also most welcome :-)

It should be said, that I'm using the AssetBundleManager in "Simulation Mode"... that's the factor, that complicates getting the assetbundles...

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Answer by DustyScreen · May 10, 2016 at 12:58 PM

Okay - it was quite easy actually:

         foreach( var assetBundleName in AssetDatabase.GetAllAssetBundleNames() )
         {
             foreach( var assetPathAndName in AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName) )
             {
                 string nameWithoutPath = assetPathAndName.Substring( assetPathAndName.LastIndexOf( "/" ) + 1 );
                 string name = nameWithoutPath.Substring( 0, nameWithoutPath.LastIndexOf( "." ) );
                 Debug.Log( name );
             }
         }
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avatar image vordioni · Apr 29, 2020 at 11:18 AM 0
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Hello, just an alternative for the Substrings:

 foreach( var assetBundleName in AssetDatabase.GetAllAssetBundleNames() )
 {
     foreach( var assetPathAndName in AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName) )
     {
         var name = Path.GetFileNameWithoutExtension(assetPathAndName );
         Debug.Log( name );
     }
 }

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