BuildPipeline 编译管线
Lets you programmatically build players or AssetBundles which can be loaded from the web.
让你可以以编程方式生成播放器或资源包, 以便于从网页中加载。
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
Class Functions类函数
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Lets you manage cross-references and dependencies between different asset bundles and player builds.
让你管理交叉引用和不同资源包和播放器构建之间的依赖关系。 -
Lets you manage cross-references and dependencies between different asset bundles and player builds.
让你管理交叉引用和不同资源包和播放器构建之间的依赖关系。 -
Builds a player (Unity Pro only).
生成一个播放器(仅用于Unity Pro)。 -
Builds one or more scenes and all it's dependencies into a compressed asset bundle.
编译一个或多个场景和所有它依赖的压缩资源包。 -
Builds an asset bundle (Unity Pro only).
生成一个资源包(仅用于Unity Pro)。 -
Builds an asset bundle, with custom names for the assets (Unity Pro only).
生成一个资源包,带有资源的自定义名称(仅用于Unity Pro)。
最后修改:2011年10月3日 Monday 14:42