Version: 2022.1
言語: 日本語

説明

アセットバンドル作成時にチャンクベースの LZ4 圧縮を使用します。

これにより、アセットバンドルからデータを読んでいる間に、即時解凍することができます。 このオプションで作成されたアセットバンドルは、ダウンロード (ディスクキャッシュ、メモリーどちらにでも) 後、圧縮された形で保存されます。

//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 “Chunk Based Compression”. Click these menu items to build an AssetBundle.

using UnityEngine; using UnityEditor;

public class Example { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }

//Creates a new item (Chunk Based Compression) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Chunk Based Compression")] static void BuildABsChunk() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX); } }