I am currently doing an internship and I am working on a tool that needs to export a given assets (mostly prefabs) into asset bundles.
The main problem being that the functions needed for that are only available inside the editor, and I need to make it possible in a build since these assets are meant to be given by the user.
I already looked for a way to somehow use something else to replace the use of asset bundles, but the whole purpose of this is to then load it inside another built unity project.
I was once again stopped since the functions to load assets from a specific path (AssetDatabase.LoadAssetAtPath) are also locked behind the UnityEditor, and the only way to load for example a prefab, would be to use an asset bundle, which is already out of the question since it doesn't seem like it's available in a build.
And before someone asks me about this, I already looked at Addressables, Load.Resources and StreamingAssets folder and none of this can really help in this situation.
I also looked for asset bundles modding tools and they seem complicated to use for what I need.
I am quite lost and don't really know what I can now try to succeed with that.