AssetDatabase.RemoveUnusedAssetBundleNames public static voidRemoveUnusedAssetBundleNames(); 描述 删除资源数据库中所有未使用的 assetBundle 名称。 using System.Linq; using UnityEngine; usingUnityEditor; public class AssetDatabaseExamples :MonoBehaviour{ [MenuItem("AssetDatabase/Remove UnusedAssetBundles")] ...
For example, an image can be deleted if it no longer has references to it (no more tags, no more containers using it); this is the reason that docker system prune deletes objects in a specific order (first remove all unused containers, then remove unused images). In order to replicate ...
Overview This private HashSet property wasn't actually used anywhere except to fill it. The private List field is used instead, so this removal simplifies the script a bit.
1. import an image 2. select the image and click on Packing Tag in the Inspector Import Settings 3. create a few new Packing Tags bu...
In Databricks Runtime 13.2 and above, VACUUM semantics for shallow clones with Unity Catalog managed tables differ from other Delta tables. See Vacuum and Unity Catalog shallow clones. VACUUM removes all files from directories not managed by Delta Lake, ignoring directories beginning with _ or .....
using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; /// /// 查看 prefab的脚本引用丢失 /// 像 : The file 'MemoryStream' is corrupted! Remove it and launch unity again! [Position out of bounds! 20 > 16] 崩溃问题 /// //...
GUILayout.Label("The following components are used by scene objects:"); DisplayResults(ref scroll3, ref sceneComponents); } showUnused = GUILayout.Toggle(showUnused, "Show Unused Components"); if (showUnused) { GUILayout.Label("The following components are not used by prefabs, by AddComponen...
In Databricks Runtime 13.2 and above, VACUUM semantics for shallow clones with Unity Catalog managed tables differ from other Delta tables. See Vacuum and Unity Catalog shallow clones. VACUUM removes all files from directories not managed by Delta Lake, ignoring directories beginning with _ or .....
using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; /// /// 查看 prefab的脚本引用丢失 /// 像 : The file 'MemoryStream' is corrupted! Remove it and launch unity again! [Position out of bounds! 20 > 16] 崩溃问题 /// //...
GUILayout.Label("The following components are used by scene objects:"); DisplayResults(ref scroll3, ref sceneComponents); } showUnused = GUILayout.Toggle(showUnused, "Show Unused Components"); if (showUnused) { GUILayout.Label("The following components are not used by prefabs, by AddComponen...