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.

https://unity3d.com/cn/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager?playlist=17117

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

  1. 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 ...

  2. 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 ...

  3. 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 ...

  4. Unity5 AssetBundle 打包以及加载

    using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; us ...

  5. 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----- ...

  6. 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, ...

  7. 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                         ...

  8. [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 ...

  9. [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

  1. 访问本地Access 数据出错

    访问本地的access数据库时,出现了OleDbException 10Aug2015 晚: 好像找到了问题所在, 虽然不知道背后深层次的原因 改用了C#, 然后command 语句里也update了 ...

  2. 排序系列 之 折半插入排序算法 —— Java实现

    基本思想: 折半插入算法是对直接插入排序算法的改进,排序原理同直接插入算法: 把n个待排序的元素看成一个有序表和一个无序表,开始时有序表中只有一个元素,无序表中有n-1个元素:排序过程即每次从无序表中 ...

  3. Linux下swoole的安装配置

    前几天搭建swoole环境,在安装php的swoole扩展时不知道什么原因,提示成功,但是使用的时候不能加载,最后决定重新安装php试试,顺便记录了php的安装过程 wget http://cn2.p ...

  4. 自定义 placeholder 文本颜色

    原文  http://zhuyujia.github.io/2016/01/custom-placeholder-text-color.html Css: ::-webkit-input-placeh ...

  5. TableView遇到的问题

    1.所建立的TableView滑动不到底部的问题: tableView继承scrollerView,当tableview开始建立的时候,会先计算每个cell的高度和每个headerview的高度.fo ...

  6. Direct3D 10学习笔记(二)——计时器

    本篇将简单整理Direct3D 10的计时器实现,具体内容参照< Introduction to 3D Game Programming with DirectX 10>(中文版有汤毅翻译 ...

  7. 软件测试第三次作业——7.使用下面方法printPrimes()完成后面的问题(a)~(f)

    (a)控制流图如下: (b)令MAXPRIMES=4,会出现越界错误. (c)令n=1,不会经过while循环体. (d)节点覆盖:{1,2,3,4,5,6,7,8,9,10,11,12,13,14, ...

  8. react native 之上传文件

    最近遇到react native中需要上传一些图片到后台.期间,找了一些第三方上传插件,感觉不太好用,要么只支持一个平台,要么会对其他第三方造成影响,实在无奈.只能直接使用fetch上传.其中上传文件 ...

  9. Caffe.proto使用

    参考 http://blog.csdn.net/qq_16055159/article/details/45115359 书写.proto文件 作用:编写一个 proto 文件,定义我们程序中需要处理 ...

  10. mongo链接solr的过程与问题

    我的环境: 1:ubunt 16 2:mongodb 2.6.1 3:solr 6.3 4:JDK 1.8 准备过程: 1:安装mongo-connector #pip install mongo-c ...