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Unity_Addressable_Groups window(組窗口)

2023-03-30 16:43 作者:unity_某某師_高錦錦  | 我要投稿

Use the Groups window to manage your groups and Addressable assets.

譯:使用Groups窗口來管理你的組和可尋址資產(chǎn)。

The Groups window also serves as a central location for starting content builds and accessing the tools and settings of the Addressables system.

譯:此窗口還可作為啟動內(nèi)容構(gòu)建和訪問可尋址系統(tǒng)的工具和設(shè)置的中心位置。

A group is the main organizational unit of the Addressables system. Use this window to create and manage your groups and the assets they contain.

譯:組是可尋址系統(tǒng)的主要組織單元。使用此窗口來創(chuàng)建和管理你的組及其包含的資產(chǎn)。

The Addressables Groups window showing the toolbar and list of groups and assets.

譯:使用此窗口來創(chuàng)建和管理你的組及其包含的資產(chǎn)。

Group list

The Group list displays the Addressable groups in your Project. Expand a group in the list to show the assets it contains. You can also expand composite assets, such as Sprite sheets, to show the subobjects they contain.

譯:Group列表顯示你的項目中的可尋址組。展開列表中的組以顯示它們包含的資產(chǎn)。你也可以展開復(fù)合資產(chǎn),例如Sprite sheets,以顯示它們包含的子對象。

When you first install the Addressables package, the Groups window displays two groups of assets:譯:當(dāng)你第一次安裝可尋址包時,Groups窗口會顯示兩個資產(chǎn)組:

  • Built In Data: contains assets in any Project Resource folders and any Scenes included in the Build Settings list. (None of these assets can be Addressable unless removed from Resources or the Scene list.)譯:Built In Data:包含項目資源文件夾中的資產(chǎn)和在構(gòu)建設(shè)置列表中包含的任何場景。(這些資產(chǎn)中的任何一個都不能是可尋址的,除非從資源或場景列表中刪除。)

  • Default Local Group (Default): Initially empty, any assets you make Addressable are added to this group. The group is set up so that its assets are built to your local build path and included in your Project builds. You can change the name, settings, and make another group the default group, if desired. Note that the settings of the default group are also used to create?shared AssetBundles.譯:Default Local Group(Default):最初為空,任何你使可尋址的資產(chǎn)都會添加到此組。該組被設(shè)置為其資產(chǎn)將構(gòu)建到你的本地構(gòu)建路徑并包含在你的項目構(gòu)建中。如果需要,你可以更改名稱、設(shè)置并使另一個組成為默認(rèn)組。請注意,默認(rèn)組的設(shè)置也用于創(chuàng)建共享AssetBundles。

The list columns contain the following information:

譯:列表列包含以下信息:

Column????????????????????????????????????????????Purpose

NotificationsAny notifications regarding a Group, or asset, that is flagged during the build.譯:通知 有關(guān)在構(gòu)建期間標(biāo)記的組或資產(chǎn)的任何通知。

Group Name?\?Addressable NameThe name of the item. For groups, this is an arbitrary name that you can assign. For assets, this is the Addressable address. You can edit the name or address using the context menu.譯:組名稱\可尋址名稱 該項的名稱。對于組,這是一個你可以分配的任意名稱。對于資產(chǎn),這是可尋址地址。你可以使用上下文菜單編輯名稱或地址。

IconThe Unity asset icon based on asset type.譯:圖標(biāo) 基于資產(chǎn)類型的Unity資產(chǎn)圖標(biāo)。

PathThe path to the source asset in your Project.譯:路徑 項目中源資產(chǎn)的路徑。

LabelsShows any labels assigned to the asset. Click on a Label entry to change the assigned labels or to manage your label definitions.譯:標(biāo)簽 顯示分配給資產(chǎn)的任何標(biāo)簽。單擊Label條目以更改分配的標(biāo)簽或管理你的標(biāo)簽定義。

譯:

You can sort the assets shown in the Group list by clicking one of the column headers. This sorts the assets within each group, but does not reorder the groups themselves. You can change the order in which your groups are displayed by dragging them into the desired position.

譯:你可以通過單擊其中一個列標(biāo)題來對Group列表中顯示的資產(chǎn)進行排序。這將在每個組內(nèi)對資產(chǎn)進行排序,但不會重新排序組本身。你可以通過將它們拖到所需位置來更改顯示你的組的順序。

Groups window toolbar

The toolbar at the top of the Addressables Group window provides access to the following commands and tools:

譯:Addressables Group窗口頂部的工具欄提供對以下命令和工具的訪問:

Create

Create a group.

譯:創(chuàng)建組

Choose a template for the group or Blank for no schema.

譯:為組選擇模板或選擇Blank以不使用架構(gòu)。

See?Group templates?for information about creating your own templates.

譯:有關(guān)創(chuàng)建自己的模板的信息,請參見組模板。

Profile

Set the active Profile to determine the paths used for building and loading Addressables.

譯: 將活動Profile設(shè)置為確定用于構(gòu)建和加載可尋址的路徑。

Select an existing profile or choose?Manage Profiles?to open the Profiles window.

譯:選擇現(xiàn)有配置文件或選擇管理配置文件以打開配置文件窗口。

See?Profiles?for more information.

譯:有關(guān)更多信息,請參見配置文件。

Tools

Choose from a menu of settings windows and tools.

譯:工具 從設(shè)置窗口和工具的菜單中選擇。

  • Inspect System Settings: open the?Addressables Settings?Inspector.譯:檢查系統(tǒng)設(shè)置:打開可尋址設(shè)置檢查器。

  • Check for Content Update Restrictions: run a pre-update content check. See?Content Workflow: Update Restrictions?for more information.譯:檢查內(nèi)容更新限制:運行更新前內(nèi)容檢查。有關(guān)更多信息,請參見內(nèi)容工作流程:更新限制。

  • Window: open other Addressables system windows:譯:窗口:打開其他可尋址系統(tǒng)窗口:

    • Profiles: open the?Profiles?window.譯:配置文件:打開配置文件窗口。

    • Labels: open the?Labels?window.譯:標(biāo)簽:打開標(biāo)簽窗口。

    • Analyze: open the?Analyze?tool譯:分析:打開分析工具。

    • Hosting Services: open the?Hosting?window.譯:托管服務(wù):打開托管窗口。

    • Event Viewer: open the?Event Viewer?window.譯:事件查看器:打開事件查看器窗口。

  • Groups View: set Group window display options:譯:組視圖:設(shè)置組窗口顯示選項:

    • Show Sprite and Subobject Addresses: whether to show Sprite and subobjects in the Group list or just the parent object.譯:顯示Sprite和子對象地址:在組列表中顯示Sprite和子對象,或僅顯示父對象。

    • Group Hierarchy with Dashes: when enabled, the Groups window displays groups that contain dashes '-' in their names as if the dashes represented a group hierarchy. For example, if you name two groups "x-y-z" and "x-y-w", the the window shows an entry called "x" with a child called "y", which contains two groups, called "x-y-z" and "x-y-w". Enabling this option affects the group display only.譯:使用破折號的組層次結(jié)構(gòu):啟用后,組窗口將顯示包含破折號“-”在其名稱中的組,就好像破折號表示組層次結(jié)構(gòu)一樣。例如,如果您將兩個組命名為“x-y-z”和“x-y-w”,則窗口會顯示一個名為“x”的條目,其包含一個名為“y”的子項,其中包含兩個組,稱為“x-y-z”和“x-y-w”。啟用此選項僅影響組顯示。

  • Convert Legacy AssetBundles: Assigns non-Addressable assets to Addressable groups based on their current AssetBundle settings.譯:轉(zhuǎn)換舊版AssetBundles:根據(jù)它們當(dāng)前的AssetBundle設(shè)置將非可尋址資產(chǎn)分配給可尋址組。

Play Mode Script

Set the active Play Mode Script.譯:設(shè)置活動的Play Mode Script。

The active Play Mode Script determines how Addressables are loaded in the Editor Play mode. See?Play Mode Scripts?for more information.

譯:活動的Play Mode Script確定在編輯器Play模式下如何加載Addressable Assets。有關(guān)更多信息,請參見Play Mode Scripts。

Build Script

Select a content build command.

譯:選擇內(nèi)容構(gòu)建命令。

  • New Build: choose a build script to run a full content build.譯:New Build:選擇要運行完整內(nèi)容構(gòu)建的構(gòu)建腳本。

  • Update a Previous Build: run a differential update based on an earlier build.譯:更新之前的構(gòu)建:基于較早版本的構(gòu)建運行差異更新。

  • Clean Build: choose a command to clean existing build artifacts.譯:Clean Build:選擇清除現(xiàn)有構(gòu)建構(gòu)件的命令。

See?Builds?for more information.譯:請參見Builds以獲取更多信息。

Filter list

Find items in the group list matching the specified string.譯:查找與指定字符串匹配的組列表中的項。

An item is shown if the specified string matches any part of the text in any column in the list.

譯:如果指定的字符串與列表中任何列中的文本的任何部分匹配,則會顯示該項。

TIP

Click the magnifying glass icon to enable or disable?Hierarchical Search, which shows results within their assigned group rather than as a flat list.

譯:單擊放大鏡圖標(biāo)以啟用或禁用分層搜索,它會顯示分配給它們的組內(nèi)結(jié)果,而不是作為一個扁平列表。

Play Mode Scripts

The active Play Mode Script determines how the Addressable system accesses Addressable assets when you run your game in the Editor Play mode. When you select a Play Mode Script, it remains the active script until you choose a different one. The Play Mode Script has no effect on asset loading when you build and run your application outside the Editor.

譯:活動的Play Mode Script確定Addressable系統(tǒng)在您在編輯器Play模式下運行游戲時如何訪問Addressable資產(chǎn)。選擇Play Mode Script后,它將保持活動狀態(tài),直到您選擇不同的腳本。Play Mode Script對于在編輯器之外構(gòu)建和運行應(yīng)用程序時的資產(chǎn)加載沒有影響。

The Play Mode Scripts include:

譯:

  • Use Asset Database: loads assets directly from the Editor asset database (which is also used for all non-Addressable assets). You do not have to build your Addressable content when using this option.譯:Use Asset Database:直接從編輯器資產(chǎn)數(shù)據(jù)庫(也用于所有非Addressable資產(chǎn))加載資產(chǎn)。使用此選項時,無需構(gòu)建Addressable內(nèi)容。

  • Simulate Groups: analyzes content for layout and dependencies without creating AssetBundles. Loads assets from the asset database through the ResourceManager as if they were loaded through bundles. Simulates download speeds for remote AssetBundles and file loading speeds for local bundles by introducing a time delay. You can use the?Event Viewer?with this Play Mode script. See?ProjectConfigData?for configuration options.譯:Simulate Groups:分析布局和依賴關(guān)系的內(nèi)容,而無需創(chuàng)建AssetBundles。通過ResourceManager從資產(chǎn)數(shù)據(jù)庫中加載資產(chǎn),就好像它們是通過捆綁包加載的。通過引入時間延遲模擬遠(yuǎn)程AssetBundles的下載速度和本地捆綁包的文件加載速度。您可以使用Event Viewer與此Play Mode腳本。請參見ProjectConfigData以獲取配置選項。

  • Use Existing Build: loads Assets from bundles created by an earlier content build. You must run a full build using a Build Script such as?Default Build Script?before using this option. Remote content must be hosted at the?RemoteLoadPath?of the?Profile?used to build the content.譯:Use Existing Build:從之前的內(nèi)容構(gòu)建創(chuàng)建的捆綁包中加載資產(chǎn)。在使用此選項之前,必須使用默認(rèn)構(gòu)建腳本等Build Script運行完整的構(gòu)建。遠(yuǎn)程內(nèi)容必須托管在用于構(gòu)建內(nèi)容的Profile的RemoteLoadPath處。

To find an asset

To locate an Addressable Asset in the Groups window, type all or part of its address, path, or a label into the filter control on the Groups window toolbar.

譯:要在Groups窗口中定位Addressable Asset,請在Groups窗口工具欄中的篩選控件中鍵入完整或部分地址、路徑或標(biāo)簽。


Filtering the group list by the string "NP" to find all assets labeled NPC

To locate the asset in your project, select it in the Groups window. Unity then selects the asset in the Project window and displays the asset's details in the Inspector window.

譯:

通過使用字符串“NP”篩選組列表以查找所有標(biāo)記為NPC的資產(chǎn)

要在您的項目中查找資產(chǎn),請在Groups窗口中選擇它。然后Unity將在Project窗口中選擇該資產(chǎn),并在Inspector窗口中顯示該資產(chǎn)的詳細(xì)信息。

TIP

  • To view the groups of the assets found, enable?Hierarchical Search; disable this option to only show groups if they match the search string. Click the magnifying glass icon in the search box to enable or disable?Hierarchical Search.?譯:要查看找到的資產(chǎn)的組,請啟用分層搜索;禁用此選項僅在匹配搜索字符串時顯示組。單擊搜索框中的放大鏡圖標(biāo)以啟用或禁用分層搜索。

  • To view subobject addresses, such as the Sprites in a Sprite Atlas, enable the?Show Sprite and Subobject Addresses?option using the?Tools?menu on the Groups window toolbar.譯:要查看子對象地址,例如Sprite Atlas中的Sprites,請使用Groups窗口工具欄上的Tools菜單啟用Show Sprite and Subobject Addresses選項。








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