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Question by Saevax · Dec 11, 2015 at 06:27 PM · c#unity 5assetbundlescenesassetpostprocessor

Assigning Asset Bundle in Script

I'm trying to assign scenes to asset bundles in an editor script. I searched around online and saw that you can edit the asset bundle of an asset by using:

         Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
         EditorSceneManager.SaveScene(scene, scenePath);
         EditorSceneManager.CloseScene(scene, true);
         EditorApplication.SaveAssets();

         AssetImporter assetImporter = AssetImporter.GetAtPath(scenePath);
         assetImporter.assetBundleName = chunkName;
         assetImporter.SaveAndReimport();

Unforunately this doesn't appear to work for scenes (it did work for TerrainData), 'assetImporter' becomes null.

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Answer by memetic-arts · Jan 12, 2016 at 06:32 AM

It does work for scenes. Read this, and download the sample project:

http://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager?playlist=17117

Also read this (maybe even before the tutorial):

http://forum.unity3d.com/threads/the-assetbundle-manager-tutorial-q-a.354400/

Good Luck!

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Answer by DrakkenWulf · Feb 27, 2017 at 02:56 AM

The question was regarding how to assign the bundle IDs to scenes from a script. The tutorial does not mention how this is possible. This question is still open.

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