mainAsset | 允许您指定一个可方便地使用 AssetBundle.mainAsset 进行检索的特定对象。 |
assets | 要写入捆绑包的一组资源。 |
pathName | 压缩资源包的目标写入位置的文件名。 |
assetBundleOptions | 自动包括依赖项或始终包括完整的资源,而不仅仅是确切的引用对象。 |
targetPlatform | 要构建捆绑包的平台。 |
crc | 可选的 crc 输出参数可用于获取生成的 AssetBundle 的 CRC 校验和,该校验和可用于在使用 UnityWebRequestAssetBundle.GetAssetBundle 下载 AssetBundle 时验证其内容。 |
构建一个资源包。
创建一个包含 assets
集合的 unity3d 压缩文件。AssetBundles 可包含在项目文件夹中找到的所有资源。这允许您流式传输任何类型的资源数据,并完整设置预制件、纹理、网格、动画以及项目窗口中显示的任何类型的资源。\
所有路径均是相对于项目文件夹的路径。如:“Assets / MyTextures / hello.png”。\
请注意,针对独立平台目标构建的资源包不能由
针对移动平台构建的应用程序加载,反之亦然。此外,捆绑包
在 iOS 和 Android 平台之间不兼容。
如果构建成功,该函数将返回布尔值 true,否则返回 false。
BuildAssetBundle 已弃用。请使用 5.0 中引入的新 AssetBundle 构建系统,并查看 BuildAssetBundles 文档,了解详细信息。
另请参阅:AssetBundle 类、DownloadHandlerAssetBundle。
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