等到没有任何游戏场景物体在用这些Assets以后,这些assets就成了没有引用的游离数据块了,是UnusedAssets了,这时候就可以通过Resources.UnloadUnusedAssets来释放,Destroy不能完成这个任务,AssetBundle.Unload(false)也不行,AssetBundle.Unload(true)可以但不安全,除非你很清楚没有任何对象在用这些Assets了。 string url = "ht...
这个名称有三种写法,分别是Asset的文件名,Asset的文件名+扩展名,Asset的全路径,如下: AssetBundleab=AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath,"sphere"));Instantiate(ab.LoadAsset("Sphere"));Instantiate(ab.LoadAsset("Sphere.prefab"));Instantiate(ab.LoadAsset("Assets/Sphere.prefab")...
等到没有任何游戏场景物体在用这些Assets以后,这些assets就成了没有引用的游离数据块了,是UnusedAssets了,这时候就可以通过Resources.UnloadUnusedAssets来释放,Destroy不能完成这个任务,AssetBundle.Unload(false)也不行,AssetBundle.Unload(true)可以但不安全,除非你很清楚没有任何对象在用这些Assets了。 [csharp]view plai...
工具对tex纹理提供了自动转换dds的功能最新版本为v1.5,支持untiy5及以下版本 选择对应资源项,点击右键菜单“Extra This File”,就会...asset bundle文件的工具(已开源) 并且还支持将资源修改后,写回Unity asset和asset bundle文件最新版本为2.2 stable d,支持untiy2019.2.0f1及 ...
BuildPipeline.BuildAssetBundleExplicitAssetNamesis the same as BuildPipeline.BuildAssetBundle but has an extra parameter to specify a custom string identifier (name) for each object. 和BuildPipeline.BuildAssetBundle类似,但是有额外的参数来指定每个物体的自定义的字符串(名字)。【建立一个自定义名字的资源包方法...
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...
For bundles with shaders: certain Render Pipeline assets AssetBundle哈希是如何被计算出的?AssetBundle哈希值基于AssetBundle构建的输入,而不是构建的输出。这个值是通过哈希一系列输入来计算的,包括: 目标平台,子平台(如win64/32) 明确并隐含包含的资产(具体来说是来自AssetDatabase的artifactID) ...
Asset dependencies are never lost. However, this can also cause the duplication of Assets. This (asset bundle variant) is particularly useful when working with projects that need to select one Asset from a wide variety of different possible choices based on criteria like resolution, language, loca...
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其中AppConst.LuaBundleMode是lua代码AssetBundle模式。它会被赋值给LuaLoader的beZip变量,在加载lua代码的时候,会根据beZip的值去读取lua文件,false则去search path中读取lua文件,否则从外部设置过来的bundle文件中读取lua文件。默认为true。在Editor环境下,建议把AppConst.LuaBundleMode设为false,这样方便运行,否则写完...