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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