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...
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。
// 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", ...
When downloading an AssetBundle Unity will 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...
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 ...
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...
Before activating your Unity license by using the command line, make sure that the license file folder exists. Refer to Unity license file location in License troubleshooting. Also make sure that you have write permission to this folder.
static List<TextureFormatInfo> GetAllTex(bool bFilter, CheckPlatformTexFormat checkAndroid, CheckPlatformTexFormat checkIphone, ReplacePlatformTexFormat replaceAction = null) { List<string> texPathLs = new List<string>(); GetAssetsTexInSubFolderForAtlas("assets", ref texPathLs); ...
if (!string.IsNullOrEmpty(path) && !string.IsNullOrEmpty(System.IO.Path.GetDirectoryName(path)) && System.IO.Directory.Exists(path) ) { animationPath = path; } GUILayout.Label("输出路径(output_path):" + animationPath); if (GUILayout.Button("Generate")) { if (targetGo == null) { Edit...
If the specified string indicates a path within the game folder, then that file will be attempted to be loaded as an asset bundle (requires Unity 2018 or greater (or alternatively a custom asset bundle built specifically for the targeted game)). If not, it will be attempted to be loaded ...