进行干运行构建。
此选项允许您针对 AssetBundle 进行干运行构建,但不实际构建它们。启用此选项后,BuildPipeline.BuildAssetBundles 仍将返回 AssetBundleManifest 对象,其中包含有效的 AssetBundle 依赖关系和哈希。
//Create a folder (right click in the Assets folder and go to Create>Folder), and name it “Editor” if it doesn’t already exist //Place this script in the Editor folder
//This script creates a new Menu named “Build Asset” and new options within the menu named “Normal” and “Dry Run Build”. Click these menu items to build an AssetBundle into a folder.
using UnityEngine; using UnityEditor;
public class Example { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }
//Creates a new item (Dry Run Build) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Dry Run Build")] static void BuildABsDry() { //Build the AssetBundles in dry run build mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.DryRunBuild, BuildTarget.StandaloneOSX); } }