解决方案:把这个文件用assetstudio选择全部导出(Export-All assets),然后把导出后的文件放回原处,把data.unity3d删除即可 第三步:打开并加载完成后,选择Asset List,之后选择Filter Type 可能出现的问题: 1、加载时间过长 解决方案:硬等,或者不选择LoadFolder打开整个文件夹,而是选择L
assetName = assetName.Replace(Path.GetExtension(assetName),".unity3d"); //Debug.Log (assetName); assetImporter.assetBundleName = assetName; } staticstringReplace(string s) { return s.Replace("\\","/"); } } publicclassPlatform { publicstaticstringGetPlatformFolder(BuildTarget target) { switc...
foreach (string guid1 in guids1) { Debug.Log(AssetDatabase.GUIDToAssetPath(guid1)); } // Find all Texture2Ds that have 'co' in their filename, that are labelled with 'architecture' and are placed in 'MyAwesomeProps' folder string[] guids2 = AssetDatabase.FindAssets("co l:architectu...
/// 摘要:// Gets the corresponding asset path for the supplied GUID, or an empty string if// the GUID can't be found./// 参数:// guid:// The GUID of an asset./// 返回结果:// Path of the asset relative to the project folder.publicstaticstringGUIDToAssetPath(string guid){returnG...
1. Select your newly created project from the Asset Manager sidebar then select the + Add button. 2. Select Add asset (select Add multiple assets if you want to upload more than one asset at the once.) 3. Select Upload, then File upload or Folder upload, and select the assets you wan...
[MenuItem( "Example/Build Asset Bundles" )] static void BuildABs( ) { ClearAssetBundlesName (); FindAllFile (sourcePathPrefab); FindAllFile (sourcePathMater); // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles( "Assets/ABs", BuildAs...
CreateAssetCreates a new native Unity asset. CreateFolderCreates a new folder, in the specified parent folder.The parent folder string must start with the "Assets" folder, and all folders within the parent folder string must already exist. For example, when specifying "Assets/ParentFolder1/Parent...
Returns true when an object is an asset (corresponds to a file in the Assets folder), and false if it is not (for example object in the scene, or an object created at runtime). 这个API的说明指出它可以用来判断一个Object是一个Asset,还是说一个运行时对象(在场景中或运行时创建的对象)。经...
选择左上角的 Add Folder,选择AssetBundle所在的目录。然后该界面左侧会列出该文件夹下的所有AB包。 在左侧展示的文件列表中任选一个AssetBundle,右边会展示AssetBundle内部的信息,包括它包含的资源,预加载的组件和依赖等等。 右上角的 - 键可以从列表中删除当前选中的文件夹。
// Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles("Assets/Assetbundle", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } 对比以前的方式,新的打包方法确实简化方便了很多。接下来将打包好的Assetbundle文件夹放到工程的同级目录下,加载Assetbuu...