buildpipeline 编译管线

2015-1-3 22:37| 发布者: 杨炎| 查看: 1666| 评论: 0|原作者: 蛮牛|来自: yzc88亚洲城脚本manual

摘要: buildpipeline 编译管线lets you programmatically build players or assetbundles which can be loaded from the web.让你可以以编程方式生成播放器或资源包, 以便于从网页中加载。note: this is an editor class. ...

buildpipeline 编译管线

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

让你可以以编程方式生成播放器或资源包, 以便于从网页中加载

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:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的assets/editor文件夹下。编辑器类在unityeditor命名空间下。所以当使用c#脚本时,你需要在脚本前面加上 "using unityeditor"引用。

class functions类函数

pushassetdependencies

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

让你管理交叉引用和不同资源包和播放器构建之间的依赖关系。

popassetdependencies

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

让你管理交叉引用和不同资源包和播放器构建之间的依赖关系。

buildplayer

builds a player (unity pro only).

生成一个播放器(仅用于unity pro)。

buildstreamedsceneassetbundle

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

编译一个或多个场景和所有它依赖的压缩资源包。

buildassetbundle

builds an asset bundle (unity pro only).

生成一个资源包(仅用于unity pro)。

buildassetbundleexplicit...

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

生成一个资源包,带有资源的自定义名称(仅用于unity pro)。

相关阅读

文章点评
相关文章