WebGL でテクスチャ圧縮を使用して、ターゲットプラットフォームのサポートするテクスチャ圧縮形式に応じたビルドを作成できます。ここで設定するテクスチャ圧縮形式の値は、Player 設定 のテクスチャ圧縮形式の値よりも優先されます。圧縮テクスチャを使用してデスクトップとモバイルの両方のブラウザーでゲームを実行するために、以下をターゲットにした 2 つのビルドを作成できます。
スクリプトを使用して、デスクトップブラウザーとモバイルブラウザーそれぞれの対応テクスチャ圧縮形式を用いて、これら両方で同時にビルドを実行できます。以下はその一例です。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Diagnostics;
using System.IO;
using UnityEditor.Build.Reporting;
public class comboBuild
{
//This creates a menu item to trigger the dual builds https://docs.unity3d.com/ScriptReference/MenuItem.html
[MenuItem("Game Build Menu/Dual Build")]
public static void BuildGame()
{
//This builds the player twice: a build with desktop-specific texture settings (WebGL_Build) as well as mobile-specific texture settings (WebGL_Mobile), and combines the necessary files into one directory (WebGL_Build)
string dualBuildPath = "WebGLBuilds";
string desktopBuildName = "WebGL_Build";
string mobileBuildName = "WebGL_Mobile";
string desktopPath = Path.Combine(dualBuildPath, desktopBuildName);
string mobilePath = Path.Combine(dualBuildPath, mobileBuildName);
string[] scenes = new string[] {"Assets/scene.unity"};
EditorUserBuildSettings.webGLBuildSubtarget = WebGLTextureSubtarget.DXT;
BuildPipeline.BuildPlayer(scenes, desktopPath, BuildTarget.WebGL, BuildOptions.Development);
EditorUserBuildSettings.webGLBuildSubtarget = WebGLTextureSubtarget.ASTC;
BuildPipeline.BuildPlayer(scenes, mobilePath, BuildTarget.WebGL, BuildOptions.Development);
// Copy the mobile.data file to the desktop build directory to consolidate them both
FileUtil.CopyFileOrDirectory(Path.Combine(mobilePath, "Build", mobileBuildName + ".data"), Path.Combine(desktopPath, "Build", mobileBuildName + ".data"));
}
}
テクスチャ圧縮形式の拡張子がサポートされていれば、以下のように、WebGL テンプレート の index.html
ファイルを修正して適切なデータファイルを選択できます。
// choose the data file based on whether there's support for the ASTC texture compression format
var dataFile = "/{{{ DATA_FILENAME }}}";
var c = document.createElement("canvas");
var gl = c.getContext("webgl");
var gl2 = c.getContext("webgl2");
if ((gl && gl.getExtension('WEBGL_compressed_texture_astc')) || (gl2 &&
gl2.getExtension('WEBGL_compressed_texture_astc'))) {
dataFile = "/WebGL_Mobile.data";
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
var config = {
dataUrl: buildUrl + dataFile,
frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
# if USE_WASM
codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
# endif
# if MEMORY_FILENAME
memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
# endif
# if SYMBOLS_FILENAME
symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
# endif
streamingAssetsUrl: "StreamingAssets",
companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},
showBanner: unityShowBanner,
};
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