我的项目包含多个AssetBundle,我希望能够单击编辑器中的按钮 builds all AssetBundles out into their own appropriately named folders .
换句话说,给定AssetBundles名为“A”和“B”,输出将是两个文件夹,其中“A”包含标记为包含在“A”中的内置捆绑资产,同样类似于“B”的类似文件夹 .
我在某种程度上熟悉了 AssetBundleBuild
和 BuildPipeline
类 .
这导致我产生以下脚本(见下文) .
我觉得我非常接近,因为我有一个项目中所有资产包的列表,为它们设置目录,并试图构建它们 . 问题是我收到以下错误:
Manifest AssetBundle名称“example_bundle_name”与用户预定义的AssetBundle名称冲突 .
我需要做些什么来完成这项工作?
public class BuildAssetBundles : MonoBehaviour
{
private const string AssetBundleRootDirectory = "Assets/BuiltAssetBundles";
private const BuildTarget BuildTarget = UnityEditor.BuildTarget.StandaloneWindows;
[MenuItem("Build Asset Bundles/Build All Asset Bundles")]
public static void BuildBundlesIntoDirectories()
{
Debug.Log("Asset bundle building started...");
// Get all assets
var assets = AssetDatabase.GetAllAssetPaths().ToArray();
List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>();
HashSet<string> processedBundles = new HashSet<string>();
// Get asset bundle names from selection
foreach (var o in assets)
{
var assetPath = o;
var importer = AssetImporter.GetAtPath(assetPath);
if (importer == null)
{
continue;
}
// Get asset bundle name & variant
var assetBundleName = importer.assetBundleName;
var assetBundleVariant = importer.assetBundleVariant;
var assetBundleFullName = string.IsNullOrEmpty(assetBundleVariant) ? assetBundleName : assetBundleName + "." + assetBundleVariant;
// Only process assetBundleFullName once. No need to add it again.
if (processedBundles.Contains(assetBundleFullName))
{
continue;
}
processedBundles.Add(assetBundleFullName);
AssetBundleBuild build = new AssetBundleBuild();
build.assetBundleName = assetBundleName;
build.assetBundleVariant = assetBundleVariant;
build.assetNames = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleFullName);
assetBundleBuilds.Add(build);
}
foreach (var assetBundle in assetBundleBuilds.ToArray())
{
if(!String.IsNullOrWhiteSpace(assetBundle.assetBundleName))
BuildAnAssetBundle(assetBundle);
}
Debug.Log("Asset bundle building finished.");
}
static void BuildAnAssetBundle(AssetBundleBuild assetBundleToBuild)
{
// Put the bundles in a folder within the Assets directory.
string assetBundleOutputDirectory = Path.Combine(AssetBundleRootDirectory, assetBundleToBuild.assetBundleName);
if (string.IsNullOrWhiteSpace(assetBundleToBuild.assetBundleVariant))
{
Path.Combine(assetBundleOutputDirectory, assetBundleToBuild.assetBundleVariant);
}
if(!Directory.Exists(assetBundleOutputDirectory))
Directory.CreateDirectory(assetBundleOutputDirectory);
try
{
BuildPipeline.BuildAssetBundles(assetBundleOutputDirectory, new AssetBundleBuild[]{assetBundleToBuild}, BuildAssetBundleOptions.None, BuildTarget);
}
catch (Exception e)
{
Debug.Log(e);
}
}
}
非常感谢您的帮助和建议 .
该错误似乎意味着我的方法略有不正确,可能在设置AssetBundleBuild时,它正在制作一个重复的资产包,其中包含具有相同名称的原始内容 .
2 回答
为什么要编写代码来构建AssetsBundle? AssetBundle Browser有什么不能做的吗?只需下载Asset Store或Github并根据需要整理您的捆绑包 .
我已经通过编写一个单独的方法来解决这个问题,一旦构建了assetbundle文件 .
这可以通过获取assetsbundle文件的名称(减去扩展名)并创建一个同名的目录(如果尚不存在)来实现 . 创建了所有目录后,我将相同名称的文件移动到相关目录中 .
注意:在Windows(至少)上,您将拥有两个文件,包本身和清单 . 清单有扩展名,但捆绑文件没有 . 我给文件一个临时文件扩展名,以便我可以在无扩展束文件所在的同一目录中创建一个同名目录,然后在移动后恢复 .