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Unity - Scripting API: AssetDatabase.ExportPackage
Version: Unity 6.5 (6000.5)
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    AssetDatabase.ExportPackage

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    Declaration

    public static void ExportPackage(string assetPathName, string fileName);

    Declaration

    public static void ExportPackage(string assetPathName, string fileName, ExportPackageOptions flags);

    Declaration

    public static void ExportPackage(string[] assetPathNames, string fileName, ExportPackageOptions flags = ExportPackageOptions.Default);

    Parameters

    Parameter Description
    assetPathNames An array of asset paths to export.
    fileName The file path to create a new unitypackage file at.
    flags Options for how Unity exports a package.
    assetPathName The path of an asset to export.

    Description

    Exports the assets identified by assetPathNames to a unitypackage file in fileName.

    Additional resources: ExportPackageOptions for information on how you can affect what gets exported.

    using System.Collections.Generic;
    using UnityEditor;
    using UnityEngine;

    public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Export")] static void Export() { var exportedPackageAssetList = new List<string>(); //Find all shaders that have "Surface" in their names and add them to the list foreach (var guid in AssetDatabase.FindAssets("t:Shader Surface", new []{"Assets/Shaders"})) { var path = AssetDatabase.GUIDToAssetPath(guid); exportedPackageAssetList.Add(path); }

    //Add Prefabs folder into the asset list exportedPackageAssetList.Add("Assets/Prefabs"); //Export Shaders and Prefabs with their dependencies into a .unitypackage AssetDatabase.ExportPackage(exportedPackageAssetList.ToArray(), "ShadersAndPrefabsWithDependencies.unitypackage", ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies); } }

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