usingSystem.IO;usingUnityEditor;publicstaticclassBuildAssetBundlesExample{publicstaticboolBuildAssetBundles(stringoutputPath,boolforceRebuild,booluseChunkBasedCompression,BuildTargetbuildTarget){varoptions=BuildAssetBundleOptions.None;if(useChunkBasedCompression)options|=BuildAssetBundleOptions.ChunkBasedCompression;if(f...
public static class BuildAssetBundlesExamplepublic static bool BuildAssetBundles(string outputPath, bool forceRebuild, bool useChunkBasedCompression, BuildTarget buildTarget)var options = BuildAssetBundleOptions.None;if (useChunkBasedCompression)options |= BuildAssetBundleOptions.ChunkBasedCompression; if (forc...
Failed running /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/Users/macuser/work/sao-client-japan/Temp/StagingArea/Data/Managed" -l none -c link -x "/Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper/nativ...
stripUnusedMeshComponents是否应从游戏构建中排除未使用的 Mesh 组件? use32BitDisplayBuffer使用 32 位显示缓冲区。 useAnimatedAutorotation更改设备方向时,允许操作系统自动旋转屏幕。 useHDRDisplay将显示切换到 HDR 模式(如可用)。 useMacAppStoreValidation启用 Mac App Store 的收据验证。
script debuggingoption in build settings dialog). If everything was done right and the fault actually is occurring in .NET code then you won’t see EXC_BAD_ACCESS anymore. Instead, the .NET exception text will be printed in the Xcode console (or else your code will just handle it in a...
Strip UnusedUnity only includes variants for GPU instancing for a given shader if at least one material that uses that shader hasEnable instancingenabled. This is the default setting. Strip AllStrip all variants for GPU instancing, even if they are being used. ...
Unity5.0.1..1.Failed running /Applications/Unity/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/Unu
BuildAssetBundleOptions.None // 表示不去设置该选项 -- 选项解释详见任务13 BuildTarget.StandaloneWindows64 // 表示为了window64平台打包的 -- 不同平台之间的ab包不可以交叉使用 using UnityEditor; using System.IO; public class CreateAssetBundle { ...
其实Unity引擎就是那个调用代码,Clone一个script asset等于new一个class实例,实例才会完成工作。把他挂到Unity主线程的调用链里去,Class实例里的OnUpdate OnStart等才会被执行。多个物体挂同一个脚本,其实就是在多个物体上挂了那个脚本类的多个实例而已,这样就好理解了。在new class这个过程中,数据区是复制的,代码区...
Then it simply finds all assets which are not presented as a dependency within this map. Such assets considered as unused if they aren't marked as to be ignored in this analysis (by a list of RegExp patterns). Addressables To enable addressables usage uncomment the first line. ...