Assets--unity resource mapping

Reference article:

A Brief Talk on Assets——Unity Resource Mapping-UWA Q&A| Blog| Game and VR Application Performance Optimization Record Sharing| Yuhu Technology (uwa4d.com)

What is Assets

Assets directory

  • Assets
    The actual resource directory of the Unity project. All original resources such as resources, codes, configurations, and libraries used in the project will be recognized and processed by Unity only if they are placed in this folder.

2.
Regardless of all other understandings, AssetBundles is a kind of bundle, which is a format for archiving Assets. The concept tends to be that we use Zip or RAR to compress resources or directories. Encrypt, archive, store, and more. The difference is that compression formats such as Zip are for files, while AssetBundles are for Unity Assets. But if you change the concept again to understand, in fact, Zip operates and archives files that can be recognized by the operating system, while AssetBundles operates and archives files that Unity can recognize. In this way, the functions of the two are almost the same. 

AssetBundles are archives that contain platform-specific Assets in non-code form. 

3. Unity assets 

We call an Asset an asset, which can be understood as a file that Unity can recognize. There are actually two types here, one is the format natively supported by Unity, such as: shader; the other is the format that needs to be processed by Unity, such as: FBX. For formats that need to be processed to support, Unity provides an importer (Importer) 

2. Identification and reference of Assets 

1、Assets和Objects

 

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Origin blog.csdn.net/zaizai1007/article/details/130048348