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buildpipeline 編譯管線

2015-1-3 22:37| 發布者: 楊炎| 查看: 2114| 評論: 0|原作者: 蠻牛|來自: unity3d腳本manual

摘要: buildpipeline 編譯管線lets you programmatically build players or assetbundles which can be loaded from the web.讓你可以以編程方式生成播放器或資源包, 以便于從網頁中加載。note: this is an editor class. ...

buildpipeline 編譯管線

lets you programmatically build players or assetbundles" target="_blank" class="relatedlink">assetbundles which can be loaded from the web.

讓你可以以編程方式生成播放器或資源包, 以便于從網頁中加載

note: this is an editor class. to use it you have to place your script in assets/editor inside your project folder. editor classes are in the unityeditor namespace so for c# scripts you need to add "using unityeditor;" at the beginning of the script.

注意:這是一個編輯器類,如果想使用它你需要把它放到工程目錄下的assets/editor文件夾下。編輯器類在unityeditor命名空間下。所以當使用c#腳本時,你需要在腳本前面加上 "using unityeditor"引用。

class functions類函數

pushassetdependencies

lets you manage cross-references and dependencies between different asset bundles and player builds.

讓你管理交叉引用和不同資源包和播放器構建之間的依賴關系。

popassetdependencies

lets you manage cross-references and dependencies between different asset bundles and player builds.

讓你管理交叉引用和不同資源包和播放器構建之間的依賴關系。

buildplayer

builds a player (unity pro only).

生成一個播放器(僅用于unity pro)。

buildstreamedsceneassetbundle

builds one or more scenes and all it's dependencies into a compressed asset bundle.

編譯一個或多個場景和所有它依賴的壓縮資源包。

buildassetbundle

builds an asset bundle (unity pro only).

生成一個資源包(僅用于unity pro)。

buildassetbundleexplicit...

builds an asset bundle, with custom names for the assets (unity pro only).

生成一個資源包,帶有資源的自定義名稱(僅用于unity pro)。

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