0x00007FFADA03AB85 (Unity) AssetDatabase::InitializeAssetDatabase 0x00007ff761df0633 (Unity) ImportAsset 0x00007ff761e1449a (Unity) AssetImportWorker::Import 0x00007ff761e43fba (Unity) AssetImportManager::ImportInProcess 0x00007ff761e40f6d (Unity) AssetImportManager::Import ...
七、插件兼容性解决方案 1. 插件封装层 csharp 复制 下载 public abstract class PluginWrapper { public abstract void Initialize(); public abstract void DoWork(); #if USING_PLUGIN_A private PluginAImplementation impl; #elif USING_PLUGIN_B private PluginBImplementation impl; #else private DefaultImplem...
获取Asset Store 最新资讯 输入电子邮件地址* China 除了Asset Store 的资讯之外,我同意由 Unity 向我发送营销活动信息,并通过电子邮件和社交媒体接收来自 Unity 的营销和促销信息。 选择“注册”按钮即表示您同意Unity 隐私政策(韩国居民同意Unity 收集和使用个人信息)。
💡 Resources: Unity Support Help Center - A collection of answers to frequently asked questions posed to Unity’s Support teams. 💡 Resources: Asset Store help - Answers to frequently asked questions on Asset Store content sharing.Did you find this page useful? Please give it a rating: Rep...
include in build勾选后,图片是可以正常显示的,肯定是在ab包里的asset实例化时,图片实例化前,对图集进行加载了,这部分图集的内存管理是怎么样的?是否时常驻内存?是否需要手动管理?如果常驻内存,那么每次加载别的ab包,将其对应的图集也加载到内存并常驻了,这岂不是很糟糕?这些疑问可以参看这个下篇文章 ...
OpenUPM is an open-source service for hosting and building open-source Unity Package Manager (UPM) packages. The intention is to create a universal platform to discover, distribute, and share open-source UPM packages, and build a community along with it. ...
Forum Thread:https://forum.unity.com/threads/asset-usage-detector-find-references-to-an-asset-object-open-source.408134/ Discord:https://discord.gg/UJJt549AaV GitHub Sponsors ☕ ABOUT This tool helps you find usages of the selected asset(s) and/or scene object(s), i.e. lists the obj...
几经周转,我们发现Unity在UnitySetting/ProjectSettings.asset定义了这个闪屏不显示的键: m_ShowUnitySplashScreen: 1 m_ShowUnitySplashLogo: 1 对,你猜的没错,都改为0就好了。 于是,金主大爷那边就不再diss俺们这个问题啦~ 写在最后: 这是一个简单的笔记,希望能遇到需要的人。
以下是unity3d脚本 using UnityEngine; using UnityEditor; using System.IO; public class BuildAssetBundlesFromDirectory { [@MenuItem("Asset/Build AssetBundles From Directory of Files")] static void ExportAssetBundles () { // Get the selected directory //获取选择的目录 string path = AssetDatabase...
To be fair, Unity’s critical ‘asset database’ COULD get corrupted and when it did, you were in for a loong period of re-importing all the assets. But Unity did this all automatically (detecting its own corruption and fixing itself)– whereas any detection of issues or fixing is done...