第一步 导包 在Assets新建一个Editor目录 新建一个Test类 using UnityEngine; using System.Collections; using UnityEditor; public class Test : Editor { //打包单个 [MenuItem("Custom Editor/Create AssetBunldes Main")] static void CreateAssetBunldesMain () { Object[] Select
1. Texture,都去掉alpha通道,作为背景展示的图片,基本都没有透明要求,有特殊要求的则放到atlas里面 a. Loading图这类需要比较精细的,则把图片设置为Automatic TrueColor,设置真彩色,保证不失真 b. 地图.缩略图.UI背景图等等要求不精细的,则可以设置为自动压缩格式(有压缩情况,都需要图片宽高尺寸是2的幂,可以在Advance里面设置toNearest) 注意:ios下会自动把图片宽高拉伸为2的幂次方尺寸,这样会导致图片显示失真,解决办法是制作图片
不要将打包的输出路径设置为Assets文件夹下面即可,MD真坑 老外给出的解释: As you have noticed after you click build settings you are prompt to download it in the asset, which unity wouldn't allow to build exe files inside asset. in that case, try building it in a different folder or