using UnityEngine;
using System.Collections;
using System.IO;
using System.Collections.Generic;
using System;
using UnityEditor;
/// <summary>
/// 创建AssetBundle
/// </summary>
public class CreateAssetBundle : MonoBehaviour
{
//生成到的目录
public static string Build2Path = Application.dataPath + "/BuildABs";
public static BuildTarget target = BuildTarget.iOS;
[MenuItem("CYH_Tools/AB_Packager/Build_2_IPhone")]
public static void BuildiPhoneResource()
{
target = BuildTarget.iOS;
BuildAssetResource(target);
}
[MenuItem("CYH_Tools/AB_Packager/Build_2_Android")]
public static void BuildAndroidResource()
{
target = BuildTarget.Android;
BuildAssetResource(target);
}
[MenuItem("CYH_Tools/AB_Packager/Build_2_Windows")]
public static void BuildWindowsResource()
{
target = BuildTarget.StandaloneWindows;
Unity BuildPipeline.BuildAssetBundles 开始跳坑,各种有效文章收集
最新推荐文章于 2024-07-07 12:38:17 发布
本文档介绍了如何使用Unity的BuildPipeline.BuildAssetBundles方法创建AssetBundles,并提供了针对iOS、Android和Windows平台的构建示例。同时,文章提及了如何根据资源名称获取依赖AssetBundles,并通过WWW.LoadFromCacheOrDownload进行加载。适用于Unity开发者学习AssetBundle管理和加载流程。
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