Modify asset bundle name for an scriptable object asset

Hi, anyone know a way to set in script the asset bundle name for an asset (who is a scriptable object).

I can’t find a way to do that in script.

For textures, I can do it with a custom AssetPostProcessor, but I can’t find a way for a custom asset with a scriptable object.

Ok I found it, after I create my asset:

AssetImporter test = AssetImporter.GetAtPath(path) as AssetImporter;
test.assetBundleName = “assetBundleName”;