概要
using UnityEditor; public static class Example { [MenuItem( "Tools/アセットバンドル名全削除" )] private static void Hoge() { AssetDatabase.StartAssetEditing(); foreach ( var assetPath in AssetDatabase.GetAllAssetPaths() ) { var assetImporter = AssetImporter.GetAtPath( assetPath ); if ( string.IsNullOrWhiteSpace( assetImporter.assetBundleName ) ) continue; assetImporter.SetAssetBundleNameAndVariant( null, null ); assetImporter.SaveAndReimport(); } AssetDatabase.StopAssetEditing(); foreach ( var n in AssetDatabase.GetAllAssetBundleNames() ) { AssetDatabase.RemoveAssetBundleName( n, true ); } AssetDatabase.SaveAssets(); } }