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Unity_Addressable_Addressable Asset system with Cloud Content De

2023-04-06 10:37 作者:unity_某某師_高錦錦  | 我要投稿

具有云內(nèi)容交付的可尋址資產(chǎn)系統(tǒng)

You can use the?Addressable asset system?in conjunction with?Unity Cloud Content Delivery?(CCD) to distribute your remote Addressables content.

譯:您可以將Addressable 資產(chǎn)系統(tǒng)與Unity Cloud Content Delivery (CCD)結(jié)合使用來分發(fā)您的遠(yuǎn)程 Addressables 內(nèi)容。

Note: The purpose of this page is to describe how to link the concepts of Addressable Assets to CCD, and isn't meant to be an in-depth discussion of these ideas. Before you read this page, make sure you are familiar with both the Addressable system and Cloud Content Delivery.

譯:注意:本頁的目的是描述如何將可尋址資產(chǎn)的概念鏈接到 CCD,并不意味著對這些想法進(jìn)行深入討論。在閱讀本頁之前,請確保您熟悉 Addressable 系統(tǒng)和 Cloud Content Delivery。

To set up Addressable assets to work with CCD:

譯:要設(shè)置可尋址資產(chǎn)以使用 CCD:

  1. Configure a profile to include your CCD URL譯:配置配置文件以包含您的 CCD URL

  2. Build your AssetBundles, then upload them to CCD譯:構(gòu)建您的 AssetBundle,然后將它們上傳到 CCD

See?Getting Started?for information about installing and implementing the Addressables package.

譯:有關(guān)安裝和實(shí)施 Addressables 包的信息,請參閱入門

See?Upgrading to the Addressables System?for information about integrating Addressables in an existing Unity Project.

譯:有關(guān)在現(xiàn)有 Unity 項(xiàng)目中集成 Addressables 的信息,請參閱升級到 Addressables 系統(tǒng)。?

See?Remote content distribution?for information on how to set up your Project so that you can host your Addressables content on a remote server.

譯:有關(guān)如何設(shè)置項(xiàng)目的信息,以便您可以在遠(yuǎn)程服務(wù)器上托管 Addressables 內(nèi)容,請參閱遠(yuǎn)程內(nèi)容分發(fā)。?

See?Unity Cloud Content Delivery?for more information about CCD.

譯:有關(guān) CCD 的更多信息,請參閱Unity 云內(nèi)容交付。

Configure profile with CCD URL

TIP

The?BuildPath?and?LoadPath?variables stored in?Profiles?specify where the Addressables system creates your build artifacts and where it looks for your assets at runtime. Configure the remote paths to work with CCD. (Leave the local paths with their standard, default values, unless you have a specific reason to change them.)

譯:Profiles中存儲的和變量指定Addressables系統(tǒng)在何處創(chuàng)建您的構(gòu)建工件以及BuildPath在運(yùn)行時在何處查找您的資產(chǎn)。配置遠(yuǎn)程路徑以使用 CCD。(保留本地路徑及其標(biāo)準(zhǔn)默認(rèn)值,除非您有特定原因更改它們。)LoadPath

If necessary, create a new profile for publishing builds to CCD on the?Profiles?window. Configure the remote path variables in this profile to access your content at the correct URL.

譯:如有必要,在“配置文件”窗口中創(chuàng)建一個新配置文件以將構(gòu)建發(fā)布到 CCD 。在此配置文件中配置遠(yuǎn)程路徑變量以通過正確的 URL 訪問您的內(nèi)容

You can set the remote?BuildPath?to a convenient value. If you have multiple profiles, consider using a unique build path for each of them so that the build artifacts do not get mixed together, especially if you are hosting them from a different remote URL.

譯:您可以將遠(yuǎn)程路徑設(shè)置BuildPath為方便的值。如果您有多個配置文件,請考慮為每個配置文件使用唯一的構(gòu)建路徑,這樣構(gòu)建工件就不會混合在一起,尤其是當(dāng)您從不同的遠(yuǎn)程 URL 托管它們時

Set the remote?LoadPath?to one of the following two paths:

譯:將遠(yuǎn)程路徑設(shè)置LoadPath為以下兩個路徑之一:

If you publish content using a badge:譯:如果您使用標(biāo)記發(fā)布內(nèi)容

If you publish using a release:譯:如果您使用發(fā)行版發(fā)布

where:

  • (ProjectID)?is your CCD project's ID string譯:(ProjectID)是您的 CCD 項(xiàng)目的 ID 字符串

  • (EnvironmentName)?is the name of the Environment of your project譯:(EnvironmentName)是你項(xiàng)目環(huán)境的名稱?

  • (BucketID)?is the Bucket ID string for a CCD bucket within your project譯:(BucketID)是項(xiàng)目中 CCD 存儲桶的存儲桶 ID 字符串?

  • (ReleaseID)?is the ID of a specific release within a bucket譯:(ReleaseID)是存儲桶中特定版本的 ID?

  • (BadgeName)?is the name of the specific CCD badge譯:(BadgeName)是具體CCD標(biāo)志的名稱

See?Profiles?for information about how to create and edit profiles.

譯:有關(guān)如何創(chuàng)建和編輯配置文件的信息,請參閱配置文件

IMPORTANT

You must perform a full rebuild your Addressables content when you change the remote load path.

譯:當(dāng)您更改遠(yuǎn)程加載路徑時,您必須執(zhí)行完全重建您的 Addressables 內(nèi)容

Using the Cloud Content Delivery Bundle Location Option in a Profile

譯:在配置文件中使用 Cloud Content Delivery Bundle 位置選項(xiàng)

If your project is set up to use the?Unity Cloud Content Delivery?service, you can set the profile's remote path pair to publish content to a designated bucket and badge.

譯:如果您的項(xiàng)目設(shè)置為使用Unity Cloud Content Delivery服務(wù),您可以設(shè)置配置文件的遠(yuǎn)程路徑對以將內(nèi)容發(fā)布到指定的存儲桶和徽章

IMPORTANT

This feature requires the Content Delivery Management API package.

譯:此功能需要 Content Delivery Management API 包

To set up a Profile variable to use the CCD bundle location:

譯:要設(shè)置配置文件變量以使用 CCD 束位置

  1. Open the Profile window (menu:?Window > Asset Management > Addressables > Profiles).譯:打開配置文件窗口(菜單:Window > Asset Management > Addressables > Profiles

  2. Select the profile to change.譯:選擇要更改的配置文件

  3. Change the?Remote?variable to use the?Cloud Content Delivery?Bundle Location.譯:更改Remote變量以使用Cloud Content Delivery?Bundle Location

Cloud Content Delivery Bundle 位置選項(xiàng)
  1. Choose?Automatic (set using CcdManager)?or?Specify the Environment, Bucket, and Badge?option譯:選擇Automatic (set using CcdManager)Specify the Environment, Bucket, and Badge選項(xiàng)

  1. Cloud Content Delivery Bundle Location Option 2?> [!Note] > The CcdManager is a static class that is used to notify Addressables which Environment, Bucket, and Badge to load from at Runtime. See?CcdManager.譯:Cloud Content Delivery Bundle Location Option 2 > [!Note] > CcdManager 是一個靜態(tài)類,用于通知 Addressables 在運(yùn)行時從哪個 Environment、Bucket 和 Badge 加載。請參閱CcdManager。

    • If choosing Automatic, select the environment you wish to use譯:如果選擇自動,請選擇您希望使用的環(huán)境

云內(nèi)容傳遞捆綁包位置自動環(huán)境選項(xiàng)
    • If choosing to specify, select the environment you wish to use譯:如果選擇指定,請選擇您希望使用的環(huán)境


云內(nèi)容傳遞捆綁包位置自動環(huán)境選項(xiàng)


  1. Choose the Bucket to use.譯:選擇要使用的桶

  1. Cloud Content Delivery Bundle Location Bucket Option譯:

    NOTE

    If no buckets are present, you will be shown this window before continuing.譯:如果不存在存儲桶,您將在繼續(xù)之前看到此窗口

云內(nèi)容分發(fā)Bundle位置存儲桶
  1. Choose the Badge.譯:選擇要使用的桶

創(chuàng)建一個桶


Make this the active profile when building content for delivey with CCD.

譯:在構(gòu)建使用 CCD 交付的內(nèi)容時,將其設(shè)為活動配置文件

See?Profiles?for information about how to modify profiles.

譯:有關(guān)如何修改配置文件的信息,請參閱配置文件。

Configure groups with CCD URL

Configure groups to use?Remote?as their?Build & Load Path?in the inspector window.

譯:配置組以在檢查器窗口中使用Remote作為它們的構(gòu)建和加載路徑

組構(gòu)建和加載路徑

See?Groups?for information about how to modify groups.譯:有關(guān)如何修改組的信息,請參閱組


Build, upload and release Addressable content

Using to CCD Dashboard/CLI

構(gòu)建、上傳和發(fā)布可尋址內(nèi)容

使用 CCD 儀表板/CLI

To generate and upload Addressable content to your CCD project:

譯:要生成可尋址內(nèi)容并將其上傳到您的 CCD 項(xiàng)目

  1. Set the profile you have set up for CCD as the active profile.譯:將您為 CCD 設(shè)置的配置文件設(shè)置為活動配置文件

  2. Build your Addressables content.譯:構(gòu)建您的可尋址內(nèi)容

    • If you are making a full content build, see?Building your Addressable content.譯:如果您正在構(gòu)建完整的內(nèi)容,請參閱構(gòu)建您的可尋址內(nèi)容

    • If your are updating an existing build with modified remote content, see?Building for content updates.譯:如果您要使用修改后的遠(yuǎn)程內(nèi)容更新現(xiàn)有構(gòu)建,請參閱構(gòu)建內(nèi)容更新

  3. Upload the files created at the remote build path using the?CCD dashboard?or?command-line interface.譯:使用CCD 儀表板或命令行界面上傳在遠(yuǎn)程構(gòu)建路徑中創(chuàng)建的文件

  4. Create a release and update the badge using the?CCD dashboard?or?command-line interface.譯:使用CCD 儀表板或命令行界面創(chuàng)建版本并更新標(biāo)志

Building your Addressable content generates a content catalog (.json), a hash file (.hash), and one or more AssetBundle (.bundle) files. Upload these files to the bucket corresponding to the URL used in your profile load path.

譯:構(gòu)建可尋址內(nèi)容會生成內(nèi)容目錄 (.json)、哈希文件 (.hash) 和一個或多個 AssetBundle (.bundle) 文件。將這些文件上傳到與您的配置文件加載路徑中使用的 URL 對應(yīng)的存儲桶

If you have made changes to local content, you must create a new Player build.

譯:如果您對本地內(nèi)容進(jìn)行了更改,則必須創(chuàng)建一個新的 Player 版本

If you are using the Unity Cloud Build service, you can configure your cloud builds to send content to CCD. See?Using Addressables in Unity Cloud Build?for information.

譯:如果您使用的是 Unity Cloud Build 服務(wù),則可以配置您的云構(gòu)建以將內(nèi)容發(fā)送到 CCD。有關(guān)信息,請參閱在 Unity Cloud Build 中使用可尋址

Using CCD Management package

To generate, upload, and release Addressable content to your CCD project:

譯:要生成、上傳和發(fā)布可尋址內(nèi)容到您的 CCD 項(xiàng)目

  1. Open the Groups window (menu:?Window > Asset Management > Addressables > Groups).譯:打開組窗口(菜單:窗口 > 資產(chǎn)管理 > 可尋址 > 組

  2. Use the?Build & Release?option.譯:使用構(gòu)建和發(fā)布選項(xiàng)

The CCD Management package will use the default build script behavior to generate the Addressable bundles. Then, all groups associated with a path pair that is connected to a CCD bucket and badge via the drop-down window will have their generated bundles uploaded by the management package to those remote target. Finally, the management package will a create release for those remote target and update their badge.

譯:CCD 管理包將使用默認(rèn)構(gòu)建腳本行為來生成可尋址包。然后,與通過下拉窗口連接到 CCD 存儲桶和標(biāo)識的路徑對關(guān)聯(lián)的所有組都將通過管理包將其生成的包上傳到那些遠(yuǎn)程目標(biāo)。最后,管理包將為那些遠(yuǎn)程目標(biāo)創(chuàng)建發(fā)布并更新他們的標(biāo)識


構(gòu)建和發(fā)布選項(xiàng)


CCD Manager

When setting up the project profile path pairs and utilizing CCD, there is an option to use?Automatic. This option utilizes the?CcdManager?to set static properties at Runtime to tell Addressables which Environment, Bucket, and Badge to reach out to for loading assets. The?CcdManager?has 3 main properties:?EnvironmentName,?BucketId, and?Badge. Setting these properties at runtime before Addressables initializes will tell Addressables to look at these locations within CCD. To learn more about environments, buckets, and badges see?CCD organization.

譯:設(shè)置項(xiàng)目配置文件路徑對并使用 CCD 時,可以選擇使用Automatic.?此選項(xiàng)利用CcdManager在運(yùn)行時設(shè)置靜態(tài)屬性來告訴 Addressables 訪問哪個環(huán)境、桶和徽章以加載資產(chǎn)。有CcdManager3 個主要屬性:EnvironmentName、BucketIdBadge。在 Addressables 初始化之前在運(yùn)行時設(shè)置這些屬性將告訴 Addressables 查看 CCD 中的這些位置。要了解有關(guān)環(huán)境、存儲桶和徽章的更多信息,請參閱CCD 組織

Example Snippet of setting CcdManager Properties:

譯:設(shè)置 CcdManager 屬性的示例片段

NOTE

ANY Addressables call initializes the system so be sure to set the?CcdManager?prior to any Addressables call to ensure that there are no race conditions or unexpected behaviors.

譯:任何 Addressables 調(diào)用都會初始化系統(tǒng),因此請務(wù)必在任何 Addressables 調(diào)用之前設(shè)置CcdManagerprior 以確保沒有競爭條件或意外行為

Using Build Events

CCD provides a means of wrapping the build and upload service to provide additional functionality.

譯:CCD 提供了一種包裝構(gòu)建和上傳服務(wù)以提供附加功能的方法

Adding a build event

You can add additional events to PreUpdate and PreBuild event chains.

譯:您可以將其他事件添加到 PreUpdate 和 PreBuild 事件鏈

Disabling version override warnings(禁用版本覆蓋警告)

If you are getting warnings about overriding the player version and would like to keep your current setup, you can disable the warnings by removing the corresponding build events.

譯:如果您收到有關(guān)覆蓋播放器版本的警告并希望保留當(dāng)前設(shè)置,您可以通過刪除相應(yīng)的構(gòu)建事件來禁用警告










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