BuildAssetBundleOptions 资源包编译选项
Enumeration
Asset Bundle building options.
资源包编译选项。
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。
参见:BuildPipeline.BuildAssetBundle.
Values值
-
Includes all dependencies. // 包含所有依赖关系。
-
Forces inclusion of the entire asset.
强制包括整个资源。 -
Do not include type information within the AssetBundle.
在资源包不包含类型信息。 -
Builds an asset bundle using a hash for the id of the object stored in the asset bundle.
编译资源包使用一个哈希表储存对象ID在资源包中。
最后修改:2011年10月2日 Sunday 10:17