Unity5 AssetBundle
设置assetBundleName
AssetImporter importer = AssetImporter.GetAtPath(p);
importer.assetBundleName = x;
importer.assetBundleVariant = y;
AssetBundleManifest
- GetAllAssetBundles
- GetAssetBundleHash
- GetAllDependencies
- GetDirectDependencies
BuildPipeline
- BuildAssetBundles
- BuildPlayer
- GetCRCForAssetBundle
- GetHashForAssetBundle
https://docs.unity3d.com/Manual/BuildingAssetBundles.html
AssetBundle names are always lower-case. If you use upper-case characters in the name, they are converted to lower-case.
In addition to these, another two files are created: another AssetBundle and another manifest file. They are created for each folder that AssetBundles are created in, so if you always create AssetBundles in the same place, you only get two extra files.
Each AssetBundle has some technical overhead. AssetBundles are files that wrap Assets. This wrapper adds to the overall size of the AssetBundle. Even though this is not a significant increase in size, it is measureable. AssetBundles also require a certain amount of management to organize, create, upload and maintain. The more AssetBundles being used increases overhead for a project, both technical and managerial.
When organizing AssetBundles, a balance must be struck between too many small AssetBundles that need to be tracked and generate overhead, and too few AssetBundles that are large and contain unnecessary or redundant data. The exact balance will depend heavily upon the needs of the project.
Asset dependencies are never lost. However, this can also cause the duplication of Assets.
This (asset bundle variant) is particularly useful when working with projects that need to select one Asset from a wide variety of different possible choices based on criteria like resolution, language, localization, or user preference.
Unity5 AssetBundle的更多相关文章
- Unity5 AssetBundle系列——基本流程
Unity5的AssetBundle修改比较大,所以第一条建议是:忘掉以前的用法,重新来!要知道,Unity5已经没办法加载2.x 3.x的bundle包了…体会一下Unity5 AssetBundl ...
- Unity5 AssetBundle系列——简单的AssetBundleManager
一个AssetBundle同时只能加载一次,所以实际使用中一般会伴随着AssetBundle包的管理. 下面是一个简单的AssetBundle管理器,提供了同步和异步加载函数: using Unity ...
- Unity5 AssetBundle资源管理架构设计
http://blog.csdn.net/qq_19399235/article/details/51702964 1:Unity5 资源管理架构设计(2017.4.22版本) 2:Android 热 ...
- Unity5 AssetBundle 打包以及加载
using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; us ...
- Unity5 assetbundle笔记
Assetbundle api试验----打包选项试验--------结论:BuildAssetBundleOptions说明:------------None: 把所有以来资源到到一个包里----- ...
- Unity5 AssetBundle系列——资源加载卸载以及AssetBundleManifest的使用
下面代码列出了对于assetbundle资源的常用操作,其中有针对bundle.asset.gameobject三种类型对象的操作,实际使用中尽量保证成对使用. 这一块的操作比较繁琐,但只要使用正确, ...
- Unity5 AssetBundle打包加载及服务器加载
Assetbundle为资源包不是资源 打包1:通过脚本指定打包 AssetBundleBuild ab = new AssetBundleBuild ...
- [原]unity5 AssetBundle打包
本文unity版本5.1.3 一.现有的打包教程: 1.http://liweizhaolili.blog.163.com/blog/static/16230744201541410275298/ 阿 ...
- [原]unity5 AssetBundle 加载
本文unity版本5.1.3 一.现有的打包教程: 1.http://liweizhaolili.blog.163.com/blog/static/16230744201541410275298/ 阿 ...
随机推荐
- 【解决方法】安装Win7和linux双系统后,linux报错“无法分配所提交的分区 not enough free space on disks”问题,以及win7无法启动“BootMGR image is corrupt....”问题
近日,在笔记本上重装了Win7 企业版(64位)后,想装个linux双系统,于是开始安装 centOS 6.2(光盘安装) 硬盘分了一个主分区(c盘),一个扩展分区(3个逻辑分区:d,e,f盘),然后 ...
- python的各种编辑器-PyScripter、pycharm 、atom、vscode、Sublime Text等等
RT,本文主要列举python的各种编辑器-PyScripter.pycharm .atom.vscode.Sublime Text等等. PyScripter 开源 免费 windows only ...
- Spring中配置文件中引用外部文件
src\dayday\conn.java package dayday;import java.sql.Connection;import java.sql.DriverManager;import ...
- MFC中ClistCtrl的=NM_CUSTOMDRAW消息
=NM_CUSTOMDRAW是你点击列表内部是的消息映射: 例如:我想在我删除一行列表的数据,但是删除后下一行数据继续保持高亮状态 void CChildView::OnDel() { int cou ...
- elasticsearch,python包pyes进行的处理
elasticsearch:高性能搜索引擎,官网:https://www.elastic.co/products/elasticsearch/ 对于它相信大家都不陌生,es的使用已经广泛存在 各大网站 ...
- 获取局域网中指定IP或是主机名称的所有文件夹及其搜索文件
最近做个功能在局域网中所有指定文件,于是花了点精力完成了部分功能,先贴上 using System; using System.Collections.Generic; using System.Co ...
- 用vc生成可被python调用的dll文件
前提已经有.c 和.i文件 用swid编译了.i文件生成了wrap.c文件和.py文件 vc创建dll工程 将.h加入到头文件中.c文件和wrap.c文件添加到源文件中 将.i文件添加到工程目录下To ...
- MAC按键以及快捷键
使用普通的非Mac自带的键盘的同志们,想要在Mini Mac上面想要使用键盘,则推荐使用Mac系统自带的虚拟键盘,这样就可以查看普通键盘上每个键对应的Mac系统上是什么. 查看Mac系统上的虚拟键盘的 ...
- OD调试17
程序先出现一个nag 然后出现主窗口 然后出现第二个nag窗口 我们查个壳 没有壳 那就载入OD看看,继续用调用堆栈的方法 发现一直执行用的都是这一个call,最后执行到程序结束.之 ...
- Win10/UWP 让你的App使用上扫描仪
UWP的扫描仪功能现在被微软划分到了[Windows Desktop Extensions for the UWP]中,如果要使用扫描仪扫描图片到自己的App中,首先我们要添加[Windows Des ...