Unity中AB资源打包简单的脚本
Posted 91-jiaoteacher
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脚本应该放在Editor文件夹下
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class BuildAssetBundle { [MenuItem("BuildAB/BuildABToWin64/LZMA(体积小,加载慢)")] private static void BuildABsToWin64_LZMA() { //在assets下设定一个文件价用于存储ab资源 string path = Application.dataPath + "/AssetBundle"; //打包ab资源 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64); Debug.Log("AssetBundle资源打包完成"); } [MenuItem("BuildAB/BuildABToWin64/不压缩(体积大,加载快)")] private static void BuildABsToWin64_UnComper() { //在assets下设定一个文件价用于存储ab资源 string path = Application.dataPath + "/AssetBundle"; //打包ab资源 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64); Debug.Log("AssetBundle资源打包完成"); } [MenuItem("BuildAB/BuildABToWin64/LZ4(体积中,加载中)")] private static void BuildABsToWin64_LZ4() { //在assets下设定一个文件价用于存储ab资源 string path = Application.dataPath + "/AssetBundle"; //打包ab资源 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64); Debug.Log("AssetBundle资源打包完成"); } }
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