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Question by Waqark1103 · May 21, 2018 at 08:07 AM · prefabeditor-scriptingassetbundle

Add Asset Bundle Name to a prefab in "Editor Code"

Hello there,

I have an editor script - which gets all the selected prefabs from the Project Window using Selection.GetFiltered...

Then it exports it as asset bundle.

My query here is: Is it possible if we can provide asset bundle name to prefab in the code, before exporting using BuildPipeline.BuildAssetBundles, rather than in the editor?

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Answer by Waqark1103 · May 24, 2018 at 01:47 AM

Alright, so I figured it out.

First, you need to extend your Editor Script class with AssetPostprocessor class.

Then the following code will do it for you:

 AssetImporter.GetAtPath(sourcePath).SetAssetBundleNameAndVariant("asset_bundle_name", "variant_name");

where source Path = "Assets/PrefabFolder/PrefabName.prefab"

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