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...
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: usingUnityEngine;usingSystem.Collections;publicclassExampleLoadingBundle : MonoBehaviour {publicstring...
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...
简单说就是,只要给你要打包的资源设置一个AssetBundleName,在打包的时候Unity就是自动对这些设置了名字的资源进行打包,名字相同的打成一个bundle,并且自动处理资源间的依赖关系,最后生成每个AssetBundle文件和对应一个AssetBundleManifest文件,AssetBundleManifest中记录的就是该bundle的依赖等信息。 使用BuildPipeline.BuildAsset...
Object asset = AssetDatabase.LoadMainAssetAtPath(assetPath); string upath = AssetDatabase.GetAssetPath(asset); if (assetInfoDict.ContainsKey(assetPath) == false && assetPath.StartsWith("Assets") && !(asset is MonoScript) && !(asset is LightingDataAsset) ...
Typeinthe desired AssetBundle name. Note that AssetBundle namesdosupport atypeof folder structure depending on what youtype. To add sub folders, separate folder names by a “/”. For example: AssetBundle name “environment/forest” will create a bundle named forest under an environment sub folder...
GetLabelsReturns all labels attached to a given asset. GetMainAssetTypeAtPathReturns the type of the main asset object at assetPath. GetMainAssetTypeFromGUIDReturns the type of the main asset object with guid. GetScriptableObjectsWithMissingScriptCountChecks how many unloadable ScriptableObject instance...
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 ...
Object (SubAsset) 单个Unity可序列化单元。也称为SubAsset。导入的Asset由一个或多个对象组成。 Includes 从中构造Asset的唯一 一组Object。 References 一组 需要被 Asset 使用,但不在该 Asset 中的Object。 快速入门 & BuildIn切换 BuildAssetBundles BuildIn Pipeline using System.IO; using UnityEditor; ...
(path)+"_mat.assetBundle";//build.assetBundleVariantbuild.assetNames=newstring[]{path};wrap.Add(build);}BuildPipeline.BuildAssetBundles("",wrap.ToArray(),BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);}publicstringGetFileName(string inputPath){intindex=inputPath.LastIndexOf('\\');if...