文章目录
获取依赖的API
- EditorUtility.CollectDependencies
- 会将其依赖的子节点也计算上
- 参数类型Object[]
- 返回参数类型Object[]
- AssetDatabase.GetDependencies
- 参数类型 string
- 返回参数类型 string[]
BuildPipeline
打AB方法一
API
using UnityEngine;
/// <summary>
/// <para>Build all AssetBundles specified in the editor.</para>
/// </summary>
/// <param name="outputPath">Output path for the AssetBundles.</param>
/// <param name="assetBundleOptions">AssetBundle building options.</param>
/// <param name="targetPlatform">Chosen target build platform.</param>
/// <returns>
/// <para>The manifest listing all AssetBundles included in this build.</para>
/// </returns>
public static AssetBundleManifest BuildAssetBundles (string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
使用解析
-
返回值 AssetBundleManifest
-
参数解析
- outputPath 最终AB存储的路径
- BuildAssetBundleOptions assetBundleOptions 打AB的设置
- BuildTarget targetPlatform 打AB的平台指定
-
使用前提
- 资源显式的设置了AB,如下图
- 资源显式的设置了AB,如下图
-
结果解析
- 打AB的结果,如下图
- 打AB的结果,如下图
-
测试代码
[MenuItem("AB/TestBuildPipelie")]
public static void TestBuildPipelie()
{
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, BuildAssetBundleOptions.None, BuildTarget.Android);
}
打AB方法二
API
using UnityEngine;
/// <summary>
/// <para>Build AssetBundles from