unity5.5打包
https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildAssetBundles.html
has been made obsolete. Please use the new AssetBundle build system introduced in 5.0 and check BuildAssetBundles documentation for details.'
BuildPipeline.BuildAssetBundles
Parameters
| outputPath | Output path for the AssetBundles. |
| assetBundleOptions | AssetBundle building options. |
| targetPlatform | Chosen target build platform. |
Returns
AssetBundleManifest The manifest listing all AssetBundles included in this build.
Description
Build all AssetBundles specified in the editor.
Use this function to build your asset bundles, after you have marked your assets for inclusion in named AssetBundles. (See the manual page about Building
AssetBundles for further details). This function builds the bundles you have specified in the editor and will return the manifest that includes all of the included assets. if the build was successful and false otherwise. Additionally, error messages are
shown in the console to explain most common build failures such as incorrect target folder paths.
The outputPath is a path to a folder somewhere within the project folder where the built bundles will be saved (eg, "Assets/MyBundleFolder"). The folder will not be created automatically and the function will
simply fail if it doesn't already exist.
The optional assetBundleOptions argument modify the way the bundle is built while the targetPlatform/ selects which deployment target (Windows Standalone,
Android, iOS, etc) the bundle will be used with. Note that bundles built for standalone platforms are not compatible with those built for mobiles and so you may need to produce different versions of a given bundle. See the Asset
Bundle FAQ in the manual for more information about bundle compatibility among platforms.
The return value is of type AssetBundleManifest. This contains a list of all the assets included in the AssetBundle.
Null is returned if any problems occur.
// Create an AssetBundle for Windows.
using UnityEngine;
using UnityEditor; public class BuildAssetBundlesExample : MonoBehaviour
{
[MenuItem( "Example/Build Asset Bundles" )]
static void BuildABs( )
{
// Put the bundles in a folder called "ABs" within the Assets folder.
BuildPipeline.BuildAssetBundles( "Assets/ABs", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows );
}
}
AssetBundleBuild[] builds,BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
Parameters
| outputPath | Output path for the AssetBundles. |
| builds | AssetBundle building map. |
| assetBundleOptions | AssetBundle building options. |
| targetPlatform | Target build platform. |
Returns
AssetBundleManifest The manifest listing all AssetBundles included in this build.
Description
Build AssetBundles from a building map.
This variant of the function lets you specify the names and contents of the bundles using a "build map" rather than with the details set in the editor. The map is simply an array of AssetBundleBuild objects,
each of which contains a bundle name and a list of the names of asset files to be added to the named bundle.
using UnityEngine;
using UnityEditor; public class BuildAssetBundlesBuildMapExample : MonoBehaviour
{
[MenuItem( "Example/Build Asset Bundles Using BuildMap" )]
static void BuildMapABs( )
{
// Create the array of bundle build details.
AssetBundleBuild[] buildMap = new AssetBundleBuild[2]; buildMap[0].assetBundleName = "enemybundle"; string[] enemyAssets = new string[2];
enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg";
enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg"; buildMap[0].assetNames = enemyAssets;
buildMap[1].assetBundleName = "herobundle"; string[] heroAssets = new string[1];
heroAssets[0] = "char_hero_beanMan";
buildMap[1].assetNames = heroAssets; BuildPipeline.BuildAssetBundles( "Assets/ABs", buildMap, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows );
}
}
unity5.5打包的更多相关文章
- Unity5 AssetBundle 打包以及加载
using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; us ...
- [原]unity5 AssetBundle打包
本文unity版本5.1.3 一.现有的打包教程: 1.http://liweizhaolili.blog.163.com/blog/static/16230744201541410275298/ 阿 ...
- Unity5 AssetBundle打包加载及服务器加载
Assetbundle为资源包不是资源 打包1:通过脚本指定打包 AssetBundleBuild ab = new AssetBundleBuild ...
- Unity5.6打包问题
将unity切换到5.6版本后打Android包时,提示android sdk tools version低于compile version,于是更新了android-sdk(下载了Android-S ...
- Unity5.X 新版AssetBundle打包控制
一.什么是AssetBundle 估计很多人只知道Unity的模型之类的东西可以导出成一种叫做AssetBundle的文件,然后打包后可以在Unity程序运行的时候再加载出来用.那么AssetBund ...
- 再详细的介绍一下Unity5的AssetBundle
之前曾经写了一篇博客介绍Unity5的AssetBundle,结果似乎很受关注.不过似乎很多人看了之后都不懂,主要是因为不太明白AssetBundle是什么,它的依赖关系和结构是什么的,就直接想拿代码 ...
- NGUI在5.3打包失败问题
一.NGUI版本 NGUI是很好用的Unity UI插件. 当前使用版本NGUI Next-Gen UI v3.9.7 (Feb 10, 2016)和NGUI Next-Gen UI 3.9.0两个版 ...
- unity5 manifest
https://www.cnblogs.com/lancidie/p/5878789.html 之前曾经写了一篇博客介绍Unity5的AssetBundle,结果似乎很受关注.不过似乎很多人看了之后都 ...
- 【Unity游戏开发】AssetBundle杂记--AssetBundle的二三事
一.简介 马三在公司大部分时间做的都是游戏业务逻辑和编辑器工具等相关工作,因此对Unity AssetBundle这块的知识点并不是很熟悉,自己也是有打算想了解并熟悉一下AssetBundle,掌握一 ...
随机推荐
- Hibernate load 和 Get的区别
load和get都可以取回一个对象,难道是方法重复吗?绝对不可能,那它们到底有那些区别呢? 在http://blog.chinaunix.net/u/484/showart_1093166.html这 ...
- 【LeetCode-easy】Merge Two Sorted Lists
思路:指针p用于串联怎个链表,比较两个指针的大小,连接较小的一个.如果一个链表到达链尾,连接另外一个链表余下来的所以节点. public ListNode mergeTwoLists(ListNode ...
- Exception of type 'System.OutOfMemoryException' was thrown
最近刚换了服务器,开始测试的时候未发现什么问题,可是一旦同一时间段操作的人比较多的时候,就会抛出如下错误: Server Error in '/' Application. Exception of ...
- 算法(Algorithms)第4版 练习 1.3.25 1.3.24
代码实现: //1.3.24 /** * remove the node following the node x * (and does nothing if the argument or the ...
- centos7 永久修改主机名
hostnamectl set-hostname xxx 一劳永逸,永绝后患
- 【thrift】vc中使用thrift中文字符串乱码问题解决
问题描述: VC中使用Apache thrift时,如果字符串中包含中文,会出现乱码问题,这个问题的原因是由于thrift为了达到跨语言交互而使用了UTF-8格式发送字符串,这点对java或者C#不会 ...
- highcharts 图例全选按钮方法
$('#uncheckAll').click(function(){ var chart = $('#container').highcharts(); var series = chart.seri ...
- [Codeforces 452E] Three Strings
[题目链接] https://codeforces.com/contest/452/problem/E [算法] 构建后缀数组 用并查集合并答案即可 时间复杂度 : O(NlogN) [代码] #in ...
- 【Lintcode】103.Linked List Cycle II
题目: Given a linked list, return the node where the cycle begins. If there is no cycle, return null. ...
- c# Linq Where 抛出异常 导致 程序崩溃
Collection was modified; enumeration operation may not execute" 这次项目中遇到一个问题, 就是C#程序随机崩溃, 抛出上面的异 ...