不包括 AssetBundle 中的类型信息。
指定此标志将使 AssetBundle 容易受到脚本或 Unity 版本变更的影戏,但会使文件变得更小,加载起来也更快一点。
此标志只会对默认包含类型信息的平台的 AssetBundle 产生影响。
Web 平台必须包含类型信息,因此,举例来说,如果您在构建 BuildTarget.WebPlayer 时指定此标志,Unity 将拒绝构建 AssetBundle。
另请参阅:BuildPipeline.BuildAssetBundle。
//Create a folder (right click in the Assets folder and go to Create>Folder), and name it “Editor” if it doesn’t already exist //Place this script in the Editor folder
//This script creates a new Menu named “Build Asset” and new options within the menu named “Normal” and “Disable Write Type Tree”. Click these menu items to build an AssetBundle into a folder.
using UnityEngine; using UnityEditor;
public class Example : MonoBehaviour { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Create a folder to put the Asset Bundle in. // This puts the bundles in your custom folder (this case it's "MyAssetBuilds") within the Assets folder. //Build AssetBundles with no special options BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }
//Creates a new item (Disable Write Type Tree) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Disable Write Type Tree ")] static void BuildABsTree() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.DisableWriteTypeTree, BuildTarget.StandaloneOSX); } }