当出现这个问题的时候,说明进程中有一个unity正在运行该项目,只是你看不到,unity拒绝重复打开同一个项目。所以解决方法是停止这个进程。可以注销试一试。
public class CheckResAndGenertateResConfig : Editor { [MenuItem("Tools/Res/ Check Res And Generate MapFile")] public static void Generate() { string targetDir = "Assets/StreamingAssets"; string targetFile = targetDir+ "/ResMap.txt"; if (!Directory.Exists(targetDir)) { Directory.CreateDirector...
check if the file already exists in the cache. If it does, it compare the version of the stored asset with the version requested. If it is different then the AssetBundle will be redownloaded. If it’s the same, then it will load the AssetBundle from disk and avoid having to redownload...
// Save a value to a file named "myFile.es3" in a sub-directory called "myFolder" in the default save location. ES3.Save<int>("myKey", myValue, "myFolder/myFile.es3"); // Save a value to a file named "myFile.es3" in an absolute folder.绝对路径 ES3.Save<int>("myKey", ...
if (!full_path.StartsWith(Application.dataPath)) { return null; } string ret_path = full_path.Replace(Application.dataPath, ""); return AssetsFolderName + ret_path; } public static string GetFileExtension(string path) { return Path.GetExtension(path).ToLower(); ...
static List<TextureFormatInfo> GetAllTex(bool bFilter, CheckPlatformTexFormat checkAndroid, CheckPlatformTexFormat checkIphone, ReplacePlatformTexFormat replaceAction = null) { List<string> texPathLs = new List<string>(); GetAssetsTexInSubFolderForAtlas("assets", ref texPathLs); ...
//Check if the Prefab and/or name already exists at the path if (AssetDatabase.LoadAssetAtPath(localPath, typeof(GameObject))) { //Create dialog to ask if User is sure they want to overwrite existing prefab if (EditorUtility.DisplayDialog("Are you sure?", "The prefab already exists. Do...
Context The Unity Licensing Client is storing it's license information in /Library/Application Support/Unity. This directory is usually not writable by ordinary users so it has to be created manually or with elevated permissions. The ent...
To use -executeMethod, you need to place the enclosing scriptinan Editor folder. The method you execute must be defined as static. 4.-quit:退出unity 5.-logFile:log的输出路径,方便在命令失败时查看日志 6.-buildTarget:指定目标平台。建议每个平台拷贝一份unity项目而不是通过这个参数指定平台 ...
// Only copy the file to the StreamingAssets folder if it is not already present if (!File.Exists(targetPath)) File.Copy(file, targetPath); } } } } #endif We use the UNITY_EDITORscripting symbolto check whether we are in the Unity Editor. We are in the Editor, so...