美术图原型图工具_新的AssetBundle图工具原型

美术图原型图工具

The AssetBundle team is developing a new visual tool. We’re trying several approaches to improve the workflow around AssetBundles. Today we are releasing one of them as an open-source prototype. We hope that you will take a look and join the development.

AssetBundle团队正在开发一种新的可视化工具。 我们正在尝试几种方法来改善AssetBundles的工作流程。 今天,我们将其中一个作为开源原型发布。 我们希望您能看看并加入开发。

The AssetBundle workflow has evolved a lot in Unity 5, but we are aware that there are still some issues. Since the release of Unity 5, we have spent a fair amount of time learning how you are actually using AssetBundles in production. We have also had a few public roundtables at events such as Unite 2015 Tokyo and discussed with you directly, to get a deeper understanding of what would make the wide variety of developers in Unity community happy.

在Unity 5中,AssetBundle工作流程已经有了很大的发展,但是我们知道仍然存在一些问题。 自Unity 5发行以来,我们花费了大量时间来学习如何在生产中实际使用AssetBundles。 我们还在诸如Unite 2015 Tokyo之类的活动中举行了一些公开圆桌会议,并直接与您进行了讨论,以更深入地了解什么会使Unity社区中的各种开发人员感到高兴。

了解AssetBundle的痛点 (Understanding the pain points of AssetBundle)

After this research, we have found that following issues are very common among various studios:

经过研究,我们发现以下问题在各个工作室中非常普遍:

  • AssetBundle are very often built and used for assets that are outside of scene structures and dependencies, such as avatars, card illustrations, virtual store items.

    通常会构建AssetBundle并将其用于场景结构和依赖关系之外的资产,例如化身,卡片插图,虚拟商店物品。

  • Many teams write their own in-house AssetBundle build pipeline for production for very similar purposes.

    许多团队出于非常相似的目的编写自己的内部AssetBundle构建管道用于生产。

  • AssetBundle had been always tough to learn and use for beginners and small teams. It was also challenging for experts and large teams who need to spend time on creating their own pipeline to use it efficiently.

    对于初学者和小型团队而言,AssetBundle一直很难学习和使用。 对于需要花费时间来创建自己的管道以高效使用它的专家和大型团队而言,这也是一个挑战。

  • Many AssetBundles are pure graphics, such as textures and models. Many teams want to free their artists of AssetBundle configuration tasks so that they can focus on living DCC tools, creating actual assets.

    许多AssetBundle是纯图形,例如纹理和模型。 许多团队希望释放其美术师的AssetBundle配置任务,以便他们可以专注于有效的DCC工具,从而创建实际资产。

graph3

使AssetBundle工作流程更加直观,直观 (Make AssetBundle workflow visual, more intuitive )

An easy to learn and flexible visual tool for creating a build pipeline that can support some of the complexities of real productions, the Asset Bundle graph tool provides a workflow with the following features:

资产捆绑图工具是一种易于学习且灵活的可视化工具,用于创建可以支持实际生产中的某些复杂性的构建管道,资产捆绑图工具提供了具有以下功能的工作流:

  • Create AssetBundles with no coding. Create nodes, connect them and simply press the build button to give you the AssetBundles you desire!

    创建没有编码的AssetBundle。 创建节点,连接它们,然后只需按构建按钮即可为您提供所需的AssetBundle!

  • Easily understand what happens when you build: which files are targeted, where they go and how they are included in which asset bundle files.

    轻松理解在构建时会发生什么:目标文件,目标文件的位置以及它们如何包含在资产捆绑文件中。

  • Create pipeline in a rule-based model. So once you configure the pipeline and set up simple rules with name and path conventions, you can then completely forget about AssetBundle configurations. Share that rule with your team and just keep creating and adding assets as long as your team is following the conventions. When you press build, those new files are automatically targeted and you will get new AssetBundles accordingly.  

    在基于规则的模型中创建管道。 因此,一旦您配置了管道并使用名称和路径约定设置了简单规则,就可以完全忘记AssetBundle配置。 与您的团队共享该规则,只要您的团队遵守这些约定,就继续创建和添加资产。 当您按下build时,这些新文件将自动成为目标,并且您将相应地获得新的AssetBundle。

We have come to the point when we’re ready to share this with you. Like many other tools we released recently, we are releasing this tool in open-source, under the MIT license. The tool is still in prototype phase, so we would be delighted if you gave it a try and tell us what you think. You can also freely modify the tool to match your needs, or join in its development.

我们已经准备好与您分享这一点。 与我们最近发布的许多其他工具一样,我们也在 MIT许可下以 开源 形式 发布了此工具 。 该工具仍处于原型阶段,因此,如果您尝试一下并告诉我们您的想法,我们将非常高兴。 您也可以自由修改该工具以满足您的需求,或加入其开发。

Enjoy!

请享用!

更多信息: (More Info:)

与Unity AssetBundle团队进行实时问答 (Live Q&A with the Unity AssetBundle Team)

Attending Unite 16 in Los Angeles? Don’t miss our session with Lead Engineer Stephen Palmer and others from the AssetBundle tech team. Bring your AssetBundle questions, stories, and feedback. Learn how others are using this feature and help drive its future direction.

参加洛杉矶的16号联队吗? 不要错过与首席工程师Stephen Palmer和AssetBundle技术团队其他成员的会面。 带上您的AssetBundle问题,故事和反馈。 了解其他人如何使用此功能并帮助推动其未来发展方向。

Track: Breakout 2 Time: Thursday, 1:00PM PST

曲目:分组讨论2 时间:太平洋标准时间星期四下午1:00

翻译自: https://blogs.unity3d.com/2016/10/25/new-assetbundle-graph-tool-prototype/

美术图原型图工具

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