接受的答案是现场,但有一些细微的变化,因为Unity5.6现在也支持免费版本中的所有其他功能 . 我一直在研究一个需要动态构建资产包的类似项目 . 我将发布我的代码片段,以便将来识别这一过程变得更加简单 .
但在此之前,您可能需要考虑这个过程的一些限制 . 在 Cloud 上动态构建资产包需要(Command line)批处理模式,它在命令行上运行Unity(应该安装Unity来构建软件包) . 此资产构建过程仅适用于Windows和OSX( No Linux ) . 下面给出了以批处理模式调用Unity的命令,必须从Unity可执行文件的位置执行,
这个命令创建一个空项目,
Unity -batchmode -quit -createProject
创建项目后,您可以保存脚本以在Assets / Editor文件夹中构建资产,我编写了一个脚本来自动化为Assets / Models文件夹中的所有资产构建assetbundle的过程 .
//BuildAssets.cs
using System.Collections;
using System.Collections.Generic;
public class BuildAssets : UnityEngine.MonoBehaviour
{
static void BuildAssetBundle()
{
int i = 0;
string log = "log.txt";
string[] assetN;
int N_Files;
UnityEditor.AssetBundleBuild[] AssetMap = new UnityEditor.AssetBundleBuild[2];
AssetMap[0].assetBundleName = "res";
// Adding to path /Models
string path = UnityEngine.Application.dataPath + "/Models";
//log
System.IO.File.AppendAllText(log, System.DateTime.Now.ToString() + "\n\n");
System.IO.File.AppendAllText(log, path + "\n");
System.IO.DirectoryInfo dir = new System.IO.DirectoryInfo(path);
System.IO.FileInfo[] files = dir.GetFiles();
// Number of files in "/Models" folder
N_Files = files.Length;
//log
System.IO.File.AppendAllText(log, "Num assets: "+N_Files + " \n");
assetN = new string[N_Files];
foreach (System.IO.FileInfo file in files)
{
if (file.Exists)
{
if (!file.Extension.Equals(".meta"))
{
assetN[i] = "Assets/Resources/" + file.Name;
System.IO.File.AppendAllText(log, assetN[i] + " \n");
i += 1;
}
}
}
AssetMap[0].assetNames = assetN;
UnityEditor.BuildPipeline.BuildAssetBundles("Assets/AssetBundles", AssetMap, UnityEditor.BuildAssetBundleOptions.None, UnityEditor.BuildTarget.Android);
System.IO.File.AppendAllText(log, "\t----X----\n"); //log
}
}
这是通过命令行构建资产包的命令 .
Unity -batchmode -quit -projectPath path/to/UnityProjects/Projectname -executeMethod BuildAssets.BuildAssetBundle -logFile
我测试了这个,它适用于我们的项目 .