Unity_Addressable_Build layout report構(gòu)建布局報(bào)告
The build layout report provides detailed information and statistics about your Addressables builds, including:
譯:構(gòu)建布局報(bào)告提供有關(guān) Addressables 構(gòu)建的詳細(xì)信息和統(tǒng)計(jì)信息,包括:
Description of AssetBundles譯:AssetBundle的描述
Sizes of each Asset and AssetBundle譯:每個 Asset 和 AssetBundle 的大小
Explanation of non-Addressable Assets implicitly included in AssetBundles as dependencies. See?Asset and AssetBundle dependencies?for more information.譯:對作為依賴項(xiàng)隱式包含在 AssetBundle 中的不可尋址資產(chǎn)的說明。有關(guān)更多信息,請參閱Asset 和 AssetBundle 依賴項(xiàng)。
AssetBundle dependencies 譯:AssetBundle 依賴項(xiàng)
When enabled, the Addressables build script creates the report whenever you build Addressables content. You can enable the report in the Addressables section of the?Preferences window. You can find the report in your project folder at?
Library/com.unity.addressables/buildlayout
. Producing the report does increase build time.譯:啟用后,Addressables 構(gòu)建腳本會在您構(gòu)建 Addressables 內(nèi)容時創(chuàng)建報(bào)告。您可以在“首選項(xiàng)”窗口的“可尋址”部分啟用該報(bào)告。您可以在您的項(xiàng)目文件夾中找到該報(bào)告,地址為Library/com.unity.addressables/buildlayout
。生成報(bào)告確實(shí)會增加構(gòu)建時間
See?Building your Addressable content?for more information about building content.
譯:有關(guān)構(gòu)建內(nèi)容的更多信息,請參閱構(gòu)建您的可尋址內(nèi)容
Creating a build report
To create a build report:
譯:啟用構(gòu)建報(bào)告
Enable the build report.譯:啟用構(gòu)建報(bào)告
Open the Unity Preferences window (menu: Edit > Preferences).譯:打開 Unity 首選項(xiàng)窗口(菜單:編輯 > 首選項(xiàng))
Select?Addressables?from the list of preference types.譯:從首選項(xiàng)類型列表中選擇可尋址
Check the?Debug Build Layout?option.?譯:檢查調(diào)試構(gòu)建布局選項(xiàng)
Perform a full build of your Addressables content. (See?Builds?for more information.)譯:執(zhí)行 Addressables 內(nèi)容的完整構(gòu)建。(有關(guān)更多信息,請參閱構(gòu)建。)
In a file system window, navigate to the?
Library/com.unity.addressables/
?folder of your Unity project.譯:在文件系統(tǒng)窗口中,導(dǎo)航到Library/com.unity.addressables/
您的 Unity 項(xiàng)目的文件夾Open the?
buildlayout
?file in a suitable text editor.譯:buildlayout
在合適的文本編輯器中打開文件
Report data
A build layout report contains the following information:
譯:構(gòu)建布局報(bào)告包含以下信息
Summary: provides an overview of the build譯:摘要:提供構(gòu)建的概述
Group: provides information for each group譯:Group : 提供每個組的信息
Asset bundle: provides information about each bundle built for a group譯:Asset bundle:提供有關(guān)為組構(gòu)建的每個 bundle 的信息
Asset: provides information about each explicit asset in a bundle譯:資產(chǎn):提供有關(guān)捆綁包中每個顯式資產(chǎn)的信息
File: provides information about each serialized file in an AssetBundle archive譯:File:提供有關(guān) AssetBundle 存檔中每個序列化文件的信息
Built-in bundles: provides information about bundles created for assets, such as the default shader, that are built into Unity譯:內(nèi)置包:提供有關(guān)為 Unity 內(nèi)置的資產(chǎn)(例如默認(rèn)著色器)創(chuàng)建的包的信息
Summary section
Provides a summary of the build.
譯:提供構(gòu)建的摘要。
Name????????????????????????????????????????????????????????????Purpose
Addressable Groups????????????The number of groups included in the build.(構(gòu)建中包含的組數(shù)。)
Explicit Assets Addressed????The number of Addressable assets in the build (this number doesn't include assets in the build that are referenced by an Addressable asset, but which aren't marked as Addressable).(構(gòu)建中可尋址資產(chǎn)的數(shù)量(此數(shù)字不包括構(gòu)建中被可尋址資產(chǎn)引用但未標(biāo)記為可尋址的資產(chǎn))。)
Total Bundle???????????????????????????The number of AssetBundles created by the build, including how many contain Scene data.(構(gòu)建創(chuàng)建的 AssetBundle 的數(shù)量,包括有多少包含場景數(shù)據(jù)。)
Total Build Size???????????????????????The combined size of all AssetBundles.(所有 AssetBundle 的組合大小。)
Total MonoScript Size?????????????The size of serialized MonoBehaviour and SerializedObject instances(序列化的 MonoBehaviour 和 SerializedObject 實(shí)例的大小).
Total AssetBundle Object Size
譯:
Group section
Reports how Addressables packed the assets in a group into AssetBundles.
譯:報(bào)告 Addressables 如何將一組中的資產(chǎn)打包到 AssetBundle 中
Name?????????????????????????????????????????????????????????????????????????????Purpose
Group summary????????????Name, number of bundles created for group, total size, and number of explicit assets built for the group.(名稱、為組創(chuàng)建的捆綁包數(shù)量、總大小以及為組構(gòu)建的顯式資產(chǎn)數(shù)量)
Schemas????????????????????????Schemas and settings for the group.(該組的模式和設(shè)置)
Asset bundles????????????????See?AssetBundle information.(看AssetBundle 信息)
譯:
AssetBundle information
Reports details for each AssetBundle built for a group.
譯:報(bào)告為組構(gòu)建的每個 AssetBundle 的詳細(xì)信息
Name????????????????????????????????????????????????????????????Purpose
File name?????????The file name of the AssetBundle(AssetBundle 的文件名).
Size
Compression????The compression setting used for the bundle(用于捆綁包的壓縮設(shè)置).
Object size
Bundle Dependencies????????The list of other AssetBundles the current bundle depends upon. These bundles are always loaded with the current bundle(當(dāng)前包所依賴的其他 AssetBundle 的列表。這些包總是與當(dāng)前包一起加載).
Expanded Bundle Dependencies
Explicit Assets????????????Asset information?about Addressables included in the bundle(資產(chǎn)信息關(guān)于捆綁包中包含的 Addressables).
Files????????????File information?about the files in the AssetBundle archive. Scene bundles contain up to two files per Scene, non-Scene bundles contain only one file(文件信息關(guān)于 AssetBundle 檔案中的文件。每個場景包最多包含兩個文件,非場景包僅包含一個文件).
譯:
Asset information
Provides Information for each asset in the Explicit Assets section.
譯:在“顯式資產(chǎn)”部分提供每個資產(chǎn)的信息
Name????????????????????????Purpose
Asset path????????The path to the asset in your project(項(xiàng)目中資產(chǎn)的路徑)
Total Size
Size from Objects
Size from Streamed Data
File Index????????????The index of the file in the AssetBundle in which this asset is located.(此資產(chǎn)所在的 AssetBundle 中文件的索引)
Addressable Name????????The address of the asset(資產(chǎn)的地址).
External References
Internal References
File information
Provides details about each serialized file in an AssetBundle archive
譯:提供有關(guān) AssetBundle 存檔中每個序列化文件的詳細(xì)信息
Name????????????????????????????????????????????????????????????????????Purpose
File summary????????Index in file list, number and size of serialized MonoScripts in the file(文件列表中的索引、文件中序列化的 MonoScript 的數(shù)量和大?。?/p>
File sections????????????A serialized file can have one or more of the following sections(序列化文件可以包含以下一個或多個部分):
????????????????????????????????? ?No extension
????????????????????????????????? .resS
????????????????????????????????? .resource
????????????????????????????????? .sharedAssets
Data from Other Assets????????Dependent assets referenced by assets in the file.(文件中資產(chǎn)引用的從屬資產(chǎn))
Built-in Bundles
Lists any bundles that Addressables created from assets, such as the default shaders, that are provided as part of the Unity Engine. The Addressables build places such assets in the separate bundles listed here when needed to avoid duplicating the assets across multiple bundles as implicit dependencies.
譯:列出 Addressables 從作為 Unity 引擎的一部分提供的資產(chǎn)(例如默認(rèn)著色器)創(chuàng)建的任何包。Addressables 構(gòu)建在需要時將此類資產(chǎn)放置在此處列出的單獨(dú)捆綁包中,以避免將資產(chǎn)作為隱式依賴項(xiàng)跨多個捆綁包重復(fù)