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Unity_Addressable_Addressable資源設(shè)置

2023-03-30 15:31 作者:unity_某某師_高錦錦  | 我要投稿

You can access the main Addressable system option on the?Addressable Asset Settings?Inspector (menu:?Window > Asset Management > Addressables > Settings).

譯:通過Window > Asset Management > Addressables > Settings可以訪問Addressable資源

The Addressables system stores the settings asset in the AddressableSettingsData folder (under your Project Assets folder). If this folder doesn't exist yet, you must initialize the Addressables system from the?Groups?window (menu:?Window > Asset Management > Addressables > Groups).

譯:Addressables系統(tǒng)將設(shè)置資產(chǎn)存儲(chǔ)在AddressableSettingsData文件夾中(在您的項(xiàng)目資產(chǎn)文件夾下)。如果此文件夾還不存在,則必須從Groups窗口(菜單:window > Asset Management > Addressables > Groups)初始化Addressables系統(tǒng)。

The Addressable Asset Settings Inspector(屬性面板)


The Inspector contains the following sections:

譯:

  • Profile?譯:配置文件

  • Diagnostics譯:診斷功能

  • Catalog譯:目錄

  • Content Update譯:內(nèi)容更新

  • Downloads譯:下載

  • Build譯:構(gòu)建

  • Build and Play Mode Scripts譯:構(gòu)建和播放模式腳本

  • Asset Group Templates譯:臨時(shí)資源組

  • Initialization object list譯:初始化物體列表

You can click the?Manage Groups?button to open the?Groups window.

譯:通過Manage Groups?打開組編輯窗口

Profile

Profile settings

Use the?Profile in Use?list to choose the active profile. The active profile determines the value of variables used by the Addressables build scripts.

譯:使用“使用中的配置文件”列表選擇活動(dòng)的配置文件。活動(dòng)概要文件確定Addressables構(gòu)建腳本使用的變量的值。

Click the?Manage Profiles?button to open the?Profiles?window where you can create new profiles and change profile variables.

譯:點(diǎn)擊Manage Profiles按鈕以打開Profiles窗口,您可以在其中創(chuàng)建新的概要文件并更改概要文件變量。

See?Profiles?for more information about profiles.

譯:有關(guān)概要文件的更多信息,請(qǐng)參閱概要文件。

Diagnostics

Diagnostics settings

Property????????????????????????????Function

Send Profiler Events:Enables profiler events. You must enable this setting to use the Addressables?Event Viewer?window.譯:啟用分析器事件。必須啟用此設(shè)置才能使用“可尋址事件查看器”窗口。

Log Runtime Exceptions:Logs runtime exceptions for asset loading operations (in addition to recording the error to the?AsyncOperationHandle.OperationException?property).譯:記錄資產(chǎn)加載操作的運(yùn)行時(shí)異常(除了將錯(cuò)誤記錄到AsyncOperationHandle之外。OperationException屬性)。

Enable all logging

By default, Addressable Assets only logs warnings and errors. You can enable detailed logging by opening the?Player?settings window (menu:?Edit?>?Project Settings...?>?Player), navigating to the?Other Settings?>?Configuration?section, and adding "ADDRESSABLES_LOG_ALL" to the?Scripting Define Symbols?field.

譯:默認(rèn)情況下,可尋址資產(chǎn)只記錄警告和錯(cuò)誤。您可以通過打開播放器設(shè)置窗口(菜單:Edit?>?Project Settings...?>?Player),導(dǎo)航到Other Settings?>?Configuration,并將“ADDRESSABLES_LOG_ALL”添加到Scripting Define Symbols字段。

Catalog

Catalog settings

Settings related to the Addressables Catalog, which maps the address of an asset to its physical location.

譯:與Addressables Catalog相關(guān)的設(shè)置,它將資產(chǎn)的地址映射到其物理位置。

Property? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Function

Player Version OverrideOverrides the timestamp used to formulate the remote catalog name. If set, the remote catalog is named,?Catalog_<Player Version Override>.json. If left blank, then the timestamp is used. Note that when you use a unique remote catalog name for every new build, you can host multiple versions of your content at the same base URL. If you use the same override string for every build, then all players will load the new catalog. Note also that player update builds always use the same remote catalog name as the build they are updating (see?Content update builds).譯:Player Version Override重寫用于制定遠(yuǎn)程編目名稱的時(shí)間戳。如果設(shè)置,遠(yuǎn)程目錄命名為Catalog_<Player Version Override>.json。如果為空,則使用時(shí)間戳。請(qǐng)注意,當(dāng)您為每個(gè)新構(gòu)建使用唯一的遠(yuǎn)程目錄名稱時(shí),您可以在相同的基本URL上托管內(nèi)容的多個(gè)版本。如果你對(duì)每個(gè)構(gòu)建使用相同的覆蓋字符串,那么所有玩家都將加載新的目錄。還要注意,播放器更新構(gòu)建總是使用與它們正在更新的構(gòu)建相同的遠(yuǎn)程目錄名稱(參見內(nèi)容更新構(gòu)建)。

Compress Local CatalogBuilds the catalog in a compressed AssetBundle file.
Reduces the storage size of the catalog, but increases the time to build and to load the catalog.Optimize Catalog SizeReduces the size of the catalog by creating a lookup table for internal IDs. Can increase the time required to load the catalog.譯:Compress Local Catalog:在壓縮的AssetBundle文件中構(gòu)建目錄。減少了目錄的存儲(chǔ)大小,但增加了構(gòu)建和加載目錄的時(shí)間。優(yōu)化目錄大小通過為內(nèi)部id創(chuàng)建一個(gè)查找表來減小目錄的大小。可以增加加載目錄所需的時(shí)間。

Content Update

Content update settings

Settings that control remote content builds and updates.譯:控制遠(yuǎn)程內(nèi)容構(gòu)建和更新的設(shè)置。

Property? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Function

Only update catalogs manually?Disables the automatic check for an updated remote catalog when the Addressables system initializes at runtime. You can manually?check for an updated catalog.譯:Only update catalogs manually:當(dāng)Addressables系統(tǒng)在運(yùn)行時(shí)初始化時(shí),禁用對(duì)已更新的遠(yuǎn)程編目的自動(dòng)檢查。您可以手動(dòng)檢查更新的目錄。

Content State Build Path?Where to build the content state file produced by the default build script.譯:Content State Build Path :在哪里構(gòu)建由默認(rèn)構(gòu)建腳本生成的內(nèi)容狀態(tài)文件。

Build Remote Catalog?Enable to build a remote catalog.譯:Build Remote Catalog :啟用以構(gòu)建遠(yuǎn)程編目

Build & Load Paths?Where to build and load the remote catalog. Choose a?Profile?path pair from the list or select?<custom>?if you want to set the build and load paths separately.
Only visible when you enable?Build Remote Catalog.譯:Build & Load Paths

在哪里構(gòu)建和加載遠(yuǎn)程編目。從列表中選擇概要文件路徑對(duì),如果要分別設(shè)置構(gòu)建和加載路徑,則選擇<custom>。僅在啟用生成遠(yuǎn)程編目時(shí)可見。

Build PathWhere to build the remote catalog. Typically, you should use the?RemoteBuildPath?Profile?variable.

Only shown if you set?Build & Load Paths?to?<custom>.譯:Build Path在哪里構(gòu)建遠(yuǎn)程編目。通常,您應(yīng)該使用RemoteBuildPath概要文件變量。只有當(dāng)你設(shè)置構(gòu)建和加載路徑為<custom>時(shí)才會(huì)顯示。

Load PathThe URL at which to access the remote catalog. Typically, you should use the?RemoteLoadPath?Profile?variable.
Only shown if you set?Build & Load Paths?to?<custom>.譯:Load Path:

訪問遠(yuǎn)程編目的URL。通常,您應(yīng)該使用remotelloadpath概要文件變量。僅當(dāng)您將構(gòu)建和加載路徑設(shè)置為時(shí)顯示為<custom>


Downloads

Download settings

Settings that affect catalog and AssetBundle download handling.

譯:影響目錄和AssetBundle下載處理的設(shè)置。

Property? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Function

Custom certificate handlerThe class to use for custom certificate handling. The list contains all classes in the project that extend?UnityEngine.Networking.CertificateHandler.譯:Custom certificate handler:用于自定義證書處理的類。該列表包含了項(xiàng)目中擴(kuò)展unityengine . network . certificatehandler的所有類。

Max Concurrent Web Requests:The system queues any requests beyond this limit. 2-4 concurrent downloads are recommended to reach optimum download speeds.譯:Max Concurrent Web Requests:統(tǒng)將對(duì)超出此限制的任何請(qǐng)求進(jìn)行排隊(duì)。建議同時(shí)下載2-4次以達(dá)到最佳下載速度。

Catalog Download Timeout?How many seconds to wait for a catalog file to download.譯:Catalog Download Timeout :目錄文件下載需要等待多少秒

Build

Build settings

Settings that affect all builds.譯:影響所有構(gòu)建的設(shè)置。

Property????????????????????????????????????????????????????????????Function

Build Addressables on Player Build?Whether Unity builds Addressables content as part of your Player build.?譯:Build Addressables on Player Build :Unity是否將可尋址內(nèi)容構(gòu)建為播放器構(gòu)建的一部分

??Build Addressables content on Player Build: Always build Addressables content when building the Player.譯:Build Addressables content on Player Build:在構(gòu)建播放器時(shí)總是構(gòu)建可尋址內(nèi)容

??Do not Build Addressables content on Player Build: Never build Addressables content when building the Player. (If you modify Addressables content, you must rebuild it manually before building the Player.)譯:Do not Build Addressables content on Player Build在構(gòu)建播放器時(shí),永遠(yuǎn)不要構(gòu)建可尋址內(nèi)容。(如果你修改Addressables內(nèi)容,你必須在構(gòu)建播放器之前手動(dòng)重建它。)

??Use global Settings (stored in preferences): Use the value specified in the?Unity Editor Preferences?(under?Addressables).譯:Use global Settings (stored in preferences):?使用Unity Editor Preferences中指定的值(在Addressables下)


The first two options override the global Preference for the current Project and affect all contributors who build the Project. Otherwise, the global, Preferences value applies to all Unity projects. See?Building content?for more information.譯:

Ignore Invalid/Unsupported Files in BuildIf enabled, the Addressables build script excludes invalid or unsupported files rather than aborting the build.譯:前兩個(gè)選項(xiàng)覆蓋當(dāng)前項(xiàng)目的全局首選項(xiàng),并影響構(gòu)建項(xiàng)目的所有貢獻(xiàn)者。否則,全局的,Preferences值將應(yīng)用于所有Unity項(xiàng)目。有關(guān)更多信息,請(qǐng)參閱構(gòu)建內(nèi)容

Unique Bundle IDsWhether to produce a unique name for a bundle in every build. See?Unique Bundle IDs?for more information.譯:是否在每次構(gòu)建中為包生成唯一的名稱。有關(guān)更多信息,請(qǐng)參閱唯一Bundle id。

Contiguous BundlesProduces a more efficient bundle layout. If you have bundles produced by Addressables 1.12.1 or earlier, disable this option to minimize bundle changes.譯:生成更有效的包布局。如果您有Addressables 1.12.1或更早版本生成的包,請(qǐng)禁用此選項(xiàng)以最小化包的更改。

Non-Recursive Dependency CalculationEnable this option to improve build times and reduce runtime memory overhead when assets have circular dependencies. Examples:
? A prefab assigned to Bundle A references a material assigned to Bundle B. If this option is disabled, Unity needs to calculate the material's dependencies twice, once for each bundle. If this option is enabled, Unity only needs to calculate the material's dependencies once, for Bundle B.譯:當(dāng)資產(chǎn)具有循環(huán)依賴關(guān)系時(shí),啟用此選項(xiàng)可改善構(gòu)建時(shí)間并減少運(yùn)行時(shí)內(nèi)存開銷。例子:

?分配給Bundle A的預(yù)設(shè)物會(huì)引用分配給Bundle b的材質(zhì)。如果該選項(xiàng)被禁用,Unity需要計(jì)算材料的依賴關(guān)系兩次,每個(gè)Bundle一次。如果這個(gè)選項(xiàng)被啟用,Unity只需要計(jì)算一次材料的依賴關(guān)系,對(duì)于Bundle B

? Many scenes reference the same material. If this option is disabled, Unity opens each scene to calculate shader usage, which is a costly operation. If this option is enabled, Unity only loads the material and doesn't need to open any scenes for dependency calculation.譯:許多場(chǎng)景引用了相同的材質(zhì)。如果這個(gè)選項(xiàng)被禁用,Unity會(huì)打開每個(gè)場(chǎng)景來計(jì)算著色器的使用情況,這是一個(gè)昂貴的操作。如果啟用這個(gè)選項(xiàng),Unity只加載素材,不需要打開任何場(chǎng)景進(jìn)行依賴計(jì)算。

This option is enabled by default when using Unity version 2021.2 or later. Disabling this option invalidates previously built bundles because the rebuilt bundles will have a different build layout. Therefore this option should remain enabled unless builds have been shipped.
譯:當(dāng)使用Unity 2021.2或更高版本時(shí),默認(rèn)啟用此選項(xiàng)。禁用此選項(xiàng)將使以前構(gòu)建的包失效,因?yàn)橹匦聵?gòu)建的包將具有不同的構(gòu)建布局。因此,除非已經(jīng)發(fā)布構(gòu)建,否則該選項(xiàng)應(yīng)該保持啟用狀態(tài)。

Some circular dependencies can fail to load when the option is enabled because the referenced asset is always assigned to the same bundle location, even when more content is added to the build. This issue often occurs for Monoscripts. Building the MonoScript bundle (see?MonoScript Bundle Naming Prefix) can help resolve these load failures.譯:當(dāng)啟用該選項(xiàng)時(shí),一些循環(huán)依賴項(xiàng)可能無法加載,因?yàn)樗玫馁Y產(chǎn)總是分配給相同的包位置,即使在向構(gòu)建中添加更多內(nèi)容時(shí)也是如此。這個(gè)問題經(jīng)常發(fā)生在Monoscripts中。構(gòu)建MonoScript bundle(參見MonoScript bundle Naming Prefix)可以幫助解決這些加載失敗。

Shader Bundle Naming PrefixHow to name the bundle produced for Unity shaders.譯:如何為Unity著色器生成的包命名。

MonoScript Bundle Naming PrefixHow to name the bundle containing all MonoScripts. The bundle ensures that Unity loads all Monoscripts before any MonoBehaviors can reference them. It also decreases the number of duplicated or complex Monoscript dependencies and so, reduces runtime memory overhead.譯:MonoScript包命名前綴如何命名包含所有MonoScript的包。該bundle確保Unity在monobehaviour引用monoscript之前加載所有monoscript。它還減少了重復(fù)或復(fù)雜的Monoscript依賴的數(shù)量,從而減少了運(yùn)行時(shí)內(nèi)存開銷。

Strip Unity Version From AssetBundlesWhether to remove the Unity version from the bundle header.譯:Strip Unity Version From assetbundles是否從bundle頭中移除Unity版本。

Disable Visible Sub Asset RepresentationsEnable this option to improve build times if you do not use subobjects directly (Sprites, sub-meshes, etc).譯:如果你不直接使用子對(duì)象(Sprites,sub-meshes等),啟用這個(gè)選項(xiàng)可以提高構(gòu)建時(shí)間。

Build and Play Mode Scripts

Configured build and Play mode scripts

Configures the?IDataBuilder?scripts available in the project. If you create a custom Build or Play Mode script, you must add it to this list before you can use it.

譯:配置項(xiàng)目中可用的IDataBuilder?腳本。如果創(chuàng)建自定義生成或播放模式腳本,則必須將其添加到此列表中,才能使用它。

The Addressables packages contains a few build scripts that handle the default build processes and provide different ways to access your data in Play mode. You can find these scripts in the AddressableAssetData/DataBuilders folder.

譯:Addressables包包含一些構(gòu)建腳本,用于處理默認(rèn)的構(gòu)建過程,并提供在運(yùn)行模式下訪問數(shù)據(jù)的不同方法。你可以在AddressableAssetData/DataBuilders文件夾中找到這些腳本。

NOTE

Build and Play Mode scripts are ScriptableObject assets. Follow the instructions in the?ScriptableObject manual page?to create a ScriptableObject asset for a Build or Play Mode script.

譯:構(gòu)建和運(yùn)行模式腳本是ScriptableObject資產(chǎn)。按照ScriptableObject手冊(cè)頁中的說明為構(gòu)建或播放模式腳本創(chuàng)建ScriptableObject資產(chǎn)。

To add a custom script, click on the?+?button and select the ScriptableObject asset which represents the desired script from the file panel.

譯:要添加自定義腳本,單擊+按鈕并從文件面板中選擇ScriptableObject資產(chǎn),該資產(chǎn)表示所需的腳本。

See?Custom Build Scripting?for more information about custom scripts.

譯:有關(guān)自定義腳本的更多信息,請(qǐng)參見自定義生成腳本。

Asset Group Templates

Configured group templates

Defines the list of templates that you can use to create new groups. When you create a new template, you must add it to this list before you can use it.

譯:定義可用于創(chuàng)建新組的模板列表。創(chuàng)建新模板時(shí),必須將其添加到此列表中,才能使用它。

The Addressables package contains one template that includes the schemas used by the default build scripts. You can find the template in the AddressableAssetData/AssetGroupTemplates folder.

譯:Addressables包包含一個(gè)模板,該模板包含默認(rèn)構(gòu)建腳本使用的模式。您可以在AddressableAssetData/AssetGroupTemplates文件夾中找到該模板。

NOTE

Group templates are ScriptableObject assets. Follow the instructions in the?ScriptableObject manual page?to create a ScriptableObject asset for a group template.

譯:組模板是ScriptableObject資產(chǎn)。按照ScriptableObject手冊(cè)頁中的說明為組模板創(chuàng)建ScriptableObject資產(chǎn)。

To add a custom template, click on the?+?button and select the ScriptableObject asset which represents the desired template from the file panel.

譯:要添加自定義模板,單擊+按鈕并從文件面板中選擇表示所需模板的ScriptableObject資產(chǎn)。

See?Group templates?for information on creating custom templates.

譯:有關(guān)創(chuàng)建自定義模板的信息,請(qǐng)參見組模板。

Initialization object list

Configured InitializationObjects

Configures the initialization objects for the project. Initialization objects are ScriptableObject classes that implement the?IObjectInitializationDataProvider?interface. You can create these objects to pass data to the Addressables initialization process at runtime.

譯:為項(xiàng)目配置初始化對(duì)象。初始化對(duì)象是ScriptableObject類,它實(shí)現(xiàn)了IObjectInitializationDataProvider接口。您可以創(chuàng)建這些對(duì)象,以便在運(yùn)行時(shí)將數(shù)據(jù)傳遞給Addressables初始化過程。

NOTE

Initialization objects are ScriptableObject assets. Follow the instructions in the?ScriptableObject manual page?to create a ScriptableObject asset for a initialization object.

譯:初始化對(duì)象是ScriptableObject資產(chǎn)。按照ScriptableObject手冊(cè)頁中的說明為初始化對(duì)象創(chuàng)建ScriptableObject資產(chǎn)。

To add an initialization object, click on the?+?button and select the ScriptableObject asset which represents the desired object from the file panel.

譯:要添加初始化對(duì)象,單擊+按鈕并從文件面板中選擇表示所需對(duì)象的ScriptableObject資產(chǎn)。


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