Q:如果AssetBundle禁用了TypeTree,Unity在加载的时候会对其引用的脚本进行“签名”校验(Property Hash和FulIName),而包内的脚本信息只在打包的时候生成,并不能直接更新。因此,在禁用TypeTree的时候,貌似不能对可序列化脚本进行变动更新。 于是,想要咨询两个问题: 1、包内的脚本“签名”信息存放在哪里,存放了什么内容?
public class ExampleScript { [MenuItem("AssetDatabase/Displayassets in anAssetBundle")] static void ExampleScriptCode1() { string[] assetPaths =AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName("assetname", "House"); foreach (var assetPath in assetPaths)Debug.Log(assetPath); } ...
AssetDatabase.GetAssetPathsFromAssetBundle 函数的作用是从指定的 AssetBundle 中提取所有包含的资源路径。这些路径可以用于加载或管理这些资源。 2. 详述AssetDatabase.GetAssetPathsFromAssetBundle函数的输入参数 该函数接受一个字符串参数,该参数是 AssetBundle 的名称。例如: ...
项目中是通过设置AssetImporter的bundleName来标记Bundle的吗?
AssetDatabase.GetAssetPathsFromAssetBundle public static string[] GetAssetPathsFromAssetBundle (string assetBundleName); 説明 Returns an array containing the paths of all assets marked with the specified Asset Bundle name. All paths returned are relative to the project folder, for example: "Asse...
AssetDatabase.GetAllAssetBundleNames public static string[] GetAllAssetBundleNames (); 戻り値 string[] アセットバンドル名の配列 説明 アセットデータベースにある、全アセットバンドルの名称を返します。 using UnityEditor; using UnityEngine;public class GetAssetBundleNames { [MenuItem("As...
AssetDatabase.GetAssetPathsFromAssetBundle public static string[]GetAssetPathsFromAssetBundle(stringassetBundleName); 描述 返回一个数组,其中包含使用指定资源包名称标记的所有资源的路径。 返回的所有路径均相对于项目文件夹,例如如果向资源包添加了“hello.png”,则返回“Assets/MyTextures/hello.png”。
AssetDatabase.GetAssetPathsFromAssetBundle public static string[] GetAssetPathsFromAssetBundle (string assetBundleName); 説明 Returns an array containing the paths of all assets marked with the specified Asset Bundle name. All paths returned are relative to the project folder, for example: "Asset...
语言:中文 AssetDatabase.GetAssetPathsFromAssetBundle public static string[]GetAssetPathsFromAssetBundle(stringassetBundleName); 描述 获取已标有给定 assetBundle 名称的资源的路径。 所有路径均是相对于项目文件夹的路径,例如:"Assets/MyTextures/hello.png"。
AssetDatabase.GetAssetPathsFromAssetBundle public static string[]GetAssetPathsFromAssetBundle(stringassetBundleName); 설명 Get the paths of the assets which have been marked with the given assetBundle name. All paths are relative to the project folder, for example: "Assets/MyTextures/hello.png...