BuildPipeline.BuildStreamedSceneAssetBundleis used when you want to include only scenes to be streamed and loaded as the data becomes available. 用来当你希望只包括流场景,使数据加载变为可用。【建立一个或多个场景,这些场景所需要的所有资源将被压缩入资源包,即asset bundle里面。资源包中的场景文件可以在...
Note: This is an editor class. To use it you have to place yourscript in Assets/Editor inside your project folder. Editor classes are in theUnityEditor namespace so for C# scripts you need to add "usingUnityEditor;" at the beginning of the script. 注意:这是一个编辑器类,如果想使用它你...
做项目时候有需求模块化更新,模块化的打bundle,作为程序开发人员,一次拿来多个模块的资源包,需要批量将资源包更改assetBundleName。 如图 例如:在BundleFloders目录下,有很多以文件夹为单位的资源包,需要全部设置assetBundleName 可以写一个工具一键自动生成对应的assetBundleName 代码如下: 工具完成后会在MenuItem自定义目录...
Than I created a script to load the asset bundle which looks like this. using UnityEngine; using System.Collections; public class LoadBundleScene : MonoBehaviour { public string bundlePath = "AssetBundle.unity3D"; public string url; IEnumerator Start () { var download = WWW.LoadFromCacheOrDow...
To create an Asset Bundle you need to use the BuildPipeline editor class. All scripts using Editor classes must be placed in a folder named Editor, anywhere in the Assets folder. Here is an example of such a script in C#: // Legacy Unity 4 example. Not for use in Unity 5 & onwards...
CompatibilityBuildPipeline.BuildAssetBundles vs BuildPipeline.BuildAssetBundle 的特性与行为的对比。 AssetBundleBuild.addressableNames: https://docs.unity3d.com/ScriptReference/AssetBundleBuild-addressableNames.html BuildAssetBundleOptions AssetBundle SBP 构建流程 ...
We can now use the AssetBundleLoader script to load an Asset from an AssetBundle if we are running the built application or load the Asset directly from the Project folder if running in the Editor:using UnityEngine; using System.Collections; public class ExampleLoadingBundle : MonoBehaviour { ...
And there is things that I'm not sure to understand. So I need to create a script BuildiOSAssetBundles to tell Unity which Asset Bundle I want to use as ODR. But I'm confuse by this line : new UnityEditor.iOS.Resource( "bundle", "Assets/Bundles/bundle.unity3d" ).AddOnDemandResourc...
(BepInEx包含的一个dll)实现在Unity游戏预加载(PreLoader)阶段的Dll修补工作,用以达到通过同版本Unity创建AssetBundle时候,无法打包脚本导致的游戏运行过程中利用Harmony等动态注入模块通过Hook函数或其他方式加载外部AssetBundle中的GameObject出现如下图所示的脚本缺失问题(The referenced script on this Behaviour is missing...
.Add(newPostScriptsCallback());// DependencybuildTasks.Add(newCalculateSceneDependencyData());buildTasks.Add(newCalculateAssetDependencyData());buildTasks.Add(newAddHashToBundleNameTask());buildTasks.Add(newStripUnusedSpriteSources());buildTasks.Add(newCreateBuiltInShadersBundle(builtinShaderBundleName...