unity packaging tool

I took over a project and there were major problems with packaging, so I made a simple packaging tool based on unity addressables. The code was also well commented. The operation is very simple. Here is the operation method:

First set up the import Addressables plug-in, and set it up for details. See:

[Game Development Research] Unity's Addressables resource management method is so cool to use, resource packaging, loading, and hot updating become so easy (Addressable Asset System | AA for short)_player content must be built before entering play -CSDN Blog https: icon-default.png?t=N7T8// blog.csdn.net/linxinfa/article/details/122390621?ops_request_misc=%257B%2522request%255Fid%2522%253A%2522169577858516800180636616%2522%252C%2522scm%2522%253A %252220140713.130102334..%2522%257D&request_id=169577858516800180636616&biz_id=0&utm_medium =distribute.pc_search_result.none-task-blog-2~all~sobaiduend~default-4-122390621-null-null.142%5Ev94%5Einsert_down28v1&utm_term=addressables%E8%BF%9C%E7%A8%8B%E5%8A %A0%E8%BD%BD&spm=1018.2226.3001.4449 The resource package here requires you to make further adjustments according to your project. My setting here is a stand-alone Windows PC product, and hot updates are not considered.

The settings here use the settings in this paragraph:

Select it RemoteGroup, and then Bundle` Modechange it to Pack Separately, so that each independent resource file is used as a particle to create .bundlea file.

We re-execute Build, and we can see that the directory is refined according to the resource type, and .bundlethe files are also subdivided into two. Conan and Xiaolan are separated.

(The content of this paragraph comes from: Lin Xinfa)

Settings for operation processing that separates all granularities

Next import my package on the website

1. Open Tool->CreatTex->P1: Generate folder

2. Put the resource package into the specified folder according to the operation

3. Go to the P2 generated file directory json file

4. Use addressables tool for packaging

5. If you want to export a package (for example, make your project into an .exe file), the ab package will be automatically copied to the corresponding stream directory.

If necessary, you can further adjust the code according to your project needs.

6. Load

The sample project uses an asynchronous loading method to load the code. For details, see: LoadPrefab

The above is the reading path, you can modify it according to your project needs

My Demo project:

GetbadEarlyup/UnityAbPacket: An auxiliary tool written in conjunction with the unity packaging plug-in (github.com) icon-default.png?t=N7T8https://github.com/GetbadEarlyup/UnityAbPacket

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Origin blog.csdn.net/qq_46043095/article/details/133342502