When building a Unity project to any platform, all the assets in your game will be “packaged” in a file (or more depending on your platform), and the resulting size of the build will depend on the size of the assets you decided to package within your game. It’s not the same to ...
public void PrepareLanguageAssets(SystemLanguage language, UnityAction onDone, UnityAction onFail) { StartCoroutine(LoadBundle("language_" + language, bundle => { if (bundle == null) { onFail(); } else { if (languageBundle) languageBundle.Unload(true); languageBundle = bundle; onDone(); }...
在Unity 中操作 编辑器功能 在项目之间重用资源 在构建游戏时,Unity 会存储有关资源的大量元数据,例如导入设置、其他资源的链接以及其他信息。如果要将资源转移到其他项目并保留所有此类信息,可采用自定义资源包形式导出资源。 有关在 Unity Package Manager (UPM) 中使用资源包的常规信息,请参阅包;有关创建、维护...
In this article, Lance Talbert demonstrates how to use scriptable objects in Unity for creating multiple, but similar, objects such as characters. Each character can inherit properties but also each can have their own settings.
Unity partially determines what to include in a content build based on how your assets and scripts reference each other. Subobject references make the process more complicated. 译:Unity部分地根据您的资产和脚本引用彼此的方式来确定要包含在内容构建中的内容。子对象引用使这个过程变得更加复杂。
将输出纹理文件存储在 Unity 项目中(例如,在 \Assets\textures 中)。 确保3D 工作文件引用相同的纹理,从而在保存或导出时保持一致性。 充分利用纹理中的可用空间,但请注意不同材质需要使用相同纹理的不同部分。因此最终可多次使用或加载该纹理。 对于可能需要不同着色器的 Alpha 和元素,请使用不同的纹理。例如,下...
Option 2: Create a shell script that will change the reference ID in the assets (save your assets in text format) from the MonoBehaviour you currently use to the one in the DLL. Fortunately for you Unity permits you to have MonoBehaviours of the same name, at least until y...
I've modelled an object and exported as fbx. After I import the asset in Unity, some artefacts show up. The artefacts seem to be related to Unity import and not do the fbx file as the model viewed in Windo3d 3d viever seem to have no issues. ...
As I say that is just standard Unity Assets code, but particularly in the ApplyDrive function i see the forward variable that I think will be useful (or hope :))Any help on the best way to approach this kind of problem is massively appreciated. Sorry for the long-...
Loading custom textures or predefined assets. In the Unity editor, useAssetBundlesto create an asset file. Copy it to the mod folder, now you can load it using the code. var assets = AssetBundle.LoadFromFile(Path.Combine(modEntry.Path, "modname.assets")); ...