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Extract unity assets dll
Extract unity assets dll







extract unity assets dll

ReturnCode exitCode = ContentPipeline.BuildAssetBundles(parameters, content, out result, taskList) įile.WriteAllText(parameters.GetOutputFilePathForIdentifier(Path.GetFileName(outputPath) + ".manifest"), manifest.ToString()) Var taskList = AssetBundleBuiltInResourcesExtraction() //Create your own task IBundleBuildContent content = new BundleBuildContent(buildInput)

extract unity assets dll

Var buildInput = ContentBuildInterface.GenerateAssetBundleBuilds()

extract unity assets dll

Var parameters = new BundleBuildParameters(targetPlatform, group, outputPath) Var group = BuildPipeline.GetBuildTargetGroup(targetPlatform)

extract unity assets dll

public static IList AssetBundleBuiltInResourcesExtraction()īuildTasks.Add(new SwitchToBuildPlatform()) īuildTasks.Add(new RebuildSpriteAtlasCache()) īuildTasks.Add(new BuildPlayerScripts()) īuildTasks.Add(new PostScriptsCallback()) īuildTasks.Add(new CalculateSceneDependencyData()) īuildTasks.Add(new CalculateCustomDependencyData()) īuildTasks.Add(new CalculateAssetDependencyData()) īuildTasks.Add(new StripUnusedSpriteSources()) īuildTasks.Add(new CreateBuiltInResourcesBundle("UnityBuiltInResources")) //Change CreateBuiltInShadersBundle to your own classīuildTasks.Add(new PostDependenc圜allback()) īuildTasks.Add(new GenerateBundlePacking()) īuildTasks.Add(new UpdateBundleObjectLayout()) īuildTasks.Add(new GenerateBundleCommands()) īuildTasks.Add(new GenerateSubAssetPathMaps()) īuildTasks.Add(new GenerateBundleMaps()) īuildTasks.Add(new PostPackingCallback()) īuildTasks.Add(new WriteSerializedFiles()) īuildTasks.Add(new ArchiveAndCompressBundles()) īuildTasks.Add(new PostWritingCallback()) īuildTarget targetPlatform = BuildTarget.StandaloneWindows For the specific method, please refer to the idea of packaging the built-in Shader in Addressable. Want to know that Unity now supports script packaging AssetBundle to specify the bundle name of built-in resources? This prevents multiple resources from relying on the same built-in resource, resulting in redundancy?Ī: You can use the Scriptable Build Pipeline to achieve the function that you want. Q: Now that the AssetBundle is packaged, can the built-in resources in Unity specify the AssetBundle name? How is the redundancy of built-in resources in AssetBundle generally solved?Īfter checking the existing data, the redundant processing of the built-in resource package AssetBundle is to extract or download the built-in resource to the local, and then modify the reference relationship of the resource, so that the package can specify the AssetBundle name of the built-in resource. How to package Unity’s built-in resources to avoid redundancy.









Extract unity assets dll