아카이브는 .zip 파일과 유사하게 모든 타입의 파일을 저장할 수 있는 일반적인 패키징 포맷입니다.
Unity는 아카이브를 콘텐츠 네임스페이스 내의 마운트 포인트에 로드합니다.Unity에서 파일을 마운트하면 애플리케이션은 Unity의 가상 파일 시스템을 사용하는 모든 Unity 시스템을 통해 아카이브 내부의 파일에 액세스할 수 있습니다.AsyncReadManager를 사용하여 가상 파일 시스템에 직접 액세스하십시오.
다음 예시는 ContentBuildInterface.ArchiveAndCompress 함수로 아카이브를 생성하고 ArchiveFileInterface.MountAsync 함수로 아카이브를 마운트하는 방법을 설명합니다.이 예시에서는 LZ4 압축을 사용하고 하나의 텍스트 파일을 포함하는 아카이브를 생성합니다.
using Unity.Collections.LowLevel.Unsafe;
using Unity.Content;
using Unity.IO.Archive;
using Unity.IO.LowLevel.Unsafe;
using UnityEngine;
# if UNITY_EDITOR
using UnityEditor.Build.Content;
# endif
public class SampleBehaviour :MonoBehaviour
{
# if UNITY_EDITOR
unsafe void CreateAndMountArchive()
{
// Create the Archive
ResourceFile[] rFiles = new ResourceFile[1];
ResourceFile rf = new ResourceFile();
rf.fileAlias = "file1.txt";
rf.fileName = "Assets/file1.txt";
rFiles[0] = rf;
string archivePath = System.IO.Path.Combine(Application.streamingAssetsPath, "myArchive");
ContentBuildInterface.ArchiveAndCompress(rFiles, archivePath, UnityEngine.BuildCompression.LZ4);
// Mount the Archive
var ns = ContentNamespace.GetOrCreateNamespace("MyNamespace123");
ArchiveHandle ahandle = ArchiveFileInterface.MountAsync(ns, archivePath, "a:");
ahandle.JobHandle.Complete();
string textFilePath = ahandle.GetMountPath() + "file1.txt"; // ns:/MyNamespace123/a:/file1.txt
ReadCommand cmd;
cmd.Size = 1024;
cmd.Buffer = UnsafeUtility.Malloc(cmd.Size, 4, Unity.Collections.Allocator.Temp);
cmd.Offset = 0;
NativeArray<ReadCommand> cmds = new NativeArray<ReadCommand>(1, Allocator.Persistent);
cmds[0] = cmd;
ReadHandle rHandle = AsyncReadManager.Read(textFilePath, (ReadCommand*)cmds.GetUnsafePtr(), 1);
rHandle.JobHandle.Complete();
rHandle.Dispose();
UnsafeUtility.Free(cmd.Buffer, Unity.Collections.Allocator.Temp);
cmds.Dipose():
}
# endif
}
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.