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    buildpipeline 编译管线

    2015-1-3 22:37| 发布者: 杨炎| 查看: 1837| 评论: 0|原作者: 蛮牛|来自: unity3d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)。

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