位置: 编程技术 - 正文

Unity工程特殊名字文件夹小结(unity特色)

编辑:rootadmin
Hidden Folders

推荐整理分享Unity工程特殊名字文件夹小结(unity特色),希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:unity名字,unity命名规则,unity游戏对象名字,unity名字,unity名字,unity命名规则,unity命名规则,unity名字,内容如对您有帮助,希望把文章链接给更多的朋友!

Folders that start with a dot(e.g. ".UnitTests/", ".svn/") are ignored by Unity. Anyassets in there are not imported, and any scripts in there are not compiled.They will not show up in the Project view.

以.开头(例如:".UnitTests/", ".svn/")的文件夹会被unity忽略。在这种文件夹下的任何资源都不会被导入,任何脚本也不会被编译。并且也不会出现在Unity—Project视图中。

"Standard Assets"

Scripts in here are alwayscompiled first. Scripts are output to either Assembly-CSharp-firstpass,Assembly-UnityScript-firstpass, or Assembly-Boo-firstpass, depending on thelanguage. inside the Standard Assetsfolder will be compiled earlier than your other scripts. So, placing scripts inStandard Assets is one way for C# scripts to be able to access .js scripts orvice-versa.

在这个文件夹下的脚本通常是最先被编译,而且会被导出到Assembly-CSharp-firstpass, Assembly-UnityScript-firstpass 或Assembly-Boo-firstpass项目中,依语言而定。参考

"Pro Standard Assets"

Same with Standard Assets, onlyfiles here are meant for the Pro version. This means assets here make use ofPro-only features like render textures and screen-space effects.

Again, scripts here are compiledearlier, allowing them to be accessed by other scripts (of any language) thatare outside the Pro Standard Assets folder.

跟Standard Assets相同,只不过里面的文件是给Pro版的Unity使用的。也就是说利用像渲染纹理和屏幕空间效果等专门用于Pro版的Unity使用的。

"Editor"

The Editor folder name is aspecial name which allows your scripts access to the Unity Editor ScriptingAPI. If your script uses any classes or functionality from the UnityEditornamespace, it has to be placed in a folder called Editor.

Scripts inside an Editor folderwill not be included in your game's build. They are only used in the UnityEditor.

You can have multiple Editorfolders throughout your project.

Note: An Editor folder not locatedin another special folder can be placed/nested anywhere in the project.However, if it's in "Standard Assets", "Pro StandardAssets", or "Plugins", it must be a direct child of these folders.Otherwise, it will not get processed. For example, it's ok to have a path like "MyExtension/Scripts/Editor", but if placed in a special folder, it mustalways be "Standard Assets/Editor/My Extension/Scripts", or"Pro Standard Assets/Editor/My Extension/Scripts", or "Plugins/Editor/MyExtension/Scripts".

以Editor命名的文件夹允许其中的脚本访问Unity Editor的API。如果脚本中使用了UnityEditor命名空间中的类或方法,它必须放在名为Editor的文件夹下才能正常使用,并且在build时不被包含。还可以在你的项目中有多个编辑器文件夹。注意:如果在普通的文件夹下,Editor文件夹可以处于目录的任何层级。如果在特殊文件夹下,那Editor文件夹必须是特殊文件夹的直接子目录。(例如:"My Extension/Scripts/Editor","Standard Assets/Editor/MyExtension/Scripts"…)

"Plugins"

The "Plugins" folder iswhere you must put any native plugins, which you want to be accessible by yourscripts. They will also be automatically included in your build. Take note thatthis folder may not be in any subfolder (it has to reside within the top-levelAssets folder).

In Windows, native plugins existas .dll files, in Mac OS X, they are .bundle files, and in Linux, they are .sofiles.

Like the Standard Assets folder,any scripts in here are compiled earlier, allowing them to be accessed by otherscripts (of any language) that are outside the Plugins folder.

Plugins是用来放native插件。它们会被自动包含进build中去。注意这个文件夹只能是Assets文件夹的直接子目录。在Windows平台下,native 插件是dll文件;Mac OS X下,是bundle文件;Linux下,是.so文件。和Standard Assets一样,这里的脚本会更早的编译,允许它们被之外的脚本访问。

"Plugins/x"

If you are building for -bit ora universal (both and bit) platform, and if this subfolder exists, anynative plugin files in this folder will automatically be included in yourbuild. If this folder does not exist, Unity will look for native plugins insidethe parent Plugins folder instead.

如果为bit或bit平台创建游戏,那么这个文件夹下的native plugin文件会被自动的包含在游戏build中。如果这个文件夹不存在,则Unity会查找Plugins文件夹下的native pluglins。

"Plugins/x_"

If you are building for -bit ora universal (both and bit) platform, and if this subfolder exists, anynative plugin files in this folder will automatically be included in yourbuild. If this folder does not exist, Unity will look for native plugins insidethe parent Plugins folder instead.

If you are making a universal build, it's recommended you make both the x andx_ subfolders. Then have the -bit and -bit versions of your nativeplugins in the proper subfolder correspondingly.

Unity工程特殊名字文件夹小结(unity特色)

如果为bit或bit平台创建游戏,那么这个文件夹下的native plugin文件会被自动的包含在游戏build中。如果这个文件夹不存在,则Unity会查找Plugins文件夹下的native pluglins。

如果要创建universal build,建议你同时使用这两个文件夹。然后将bit和bit的native plugins放进相应的文件夹中。

"Plugins/Android"

Place here any Java .jar files youwant included in your Android project, used for Java-based plugins. Any .sofile (when having Android NDK-based plugins) will also be included.

"Plugins/iOS"

A limited, simple way toautomatically add (as symbolic links) any .a, .m, .mm, .c, or .cpp files intothe generated Xcode project. you need more control how toautomatically add files to the Xcode project, you should make use of thePostprocessBuildPlayer feature. Doing so does not require you to place suchfiles in the Plugins/iOS folder.

"Resources"

The Resources folder is a specialfolder which allows you to access assets by file path and name in your scripts,rather than by the usual (and recommended) method of direct references (asvariables in scripts, wherein you use drag-and-drop in the Unity Editor).

For this reason, caution isadvised when using it. All assets you put in the Resources folder are alwaysincluded in your build (even if it turned out that they are unused), because,since you are using them via scripts, Unity then has no way of determiningwhich Resources-based assets are used or not.

You can have multiple Resourcesfolders throughout your project, so it is not recommended to have an asset inone Resources folder and have another asset with that same name in anotherResources folder.

Once your game is built, allassets in all Resources folders get packed into the game's archive for assets.This means the Resources folder technically doesn't exist anymore in your finalbuild, even though your code will still access them via the paths that existedwhile it was in your project.

Also see note when assets are accessedas variables of MonoBehaviour scripts, those assets get loaded into memory oncethat MonoBehaviour script is instantiated (i.e. its game object or prefab isnow in the scene). This may be undesirable, if the asset is too large and youwant more control of when it gets loaded into memory.

Consider putting such large assetsin a Resources folder, and load them viaResources.Load. When not used anymore, you can free the memory ittook up by callingObject.Destroy on the object, followed byResources.UnloadUnusedAssets.

Resources文件夹允许你在脚本中通过文件路径和名称来访问资源。但还是推荐使用直接引用来访问资源。放在这一文件夹的资源永远被包含进build中,即使它没有被使用。因为Unity无法判断脚本有没有访问了其中的资源。项目中可以有多个Resources文件夹,因此不建议在多个文件夹中放同名的资源。一旦build游戏,Resources文件夹中的所有资源被打包进游戏存放资源的archive中。这样在游戏的build中就不存在Resources文件夹了。即使脚本中仍然使用了资源在项目中的路径。参考 意:当资源作为脚本变量被访问时,这些资源在脚本被实例化后就被加载进内存。如果资源太大,你可能不希望它被这样加载。那么你可以将这些大资源放进 Resources文件夹中,通过Resources.Load来加载。当不再使用这些资源了,可以通过Destroy物体,再调用 Resources.UnloadUnusedAssets来释放内存。

"Editor Default Resources"

This folder functions like aResources folder, but is meant for editor scripts only. Use this if your editorplugin needs to load assets (e.g. icons, GUI skins, etc.) while making suresaid assets won't get included in the user's build (putting such files in anormal Resources folder would have meant that those assets would be included inthe user's game when built).

As editor scripts aren'tMonoBehaviour scripts, you can't do the usual way of accessing assets (i.e.dragging-and-dropping via the Inspector). The "Editor DefaultResources" is for a convenient way around this.

To access assets inside the"Editor Default Resources", you need to useEditorGUIUtility.Load.

Take note that unlikeResources.Load, EditorGUIUtility.Load requires you to specify the filenameextension of the asset you're trying to load. So it has to be"myPlugin/mySkin.guiskin" instead of "myPlugin/mySkin".

To free memory used byEditorGUIUtility.Load, callObject.Destroy on the object, then callEditorUtility.UnloadUnusedAssets.

Afaik, only one "EditorDefault Resources" folder can be present, and it has to be directly underthe top Assets folder.

"Gizmos"

The gizmos folder holds all thetexture/icon assets for use withGizmos.DrawIcon. Texture assets placed inside this folder can becalled by name, and drawn on-screen as a gizmo in the editor.

Gizmos文件夹存放用Gizmos.DrawIcon方法使用的贴图、图标资源。放在Gizmos文件夹中的贴图资源可以直接通过名称使用,可以被Editor作为gizmo画在屏幕上。

"WebPlayerTemplates"

Used to replace the default webpage used for web builds. Any scripts placed here will not be compiled at all.This folder has to be in your top-level Assets folder (it should not be in anysubfolder in your Assets directory).

用来替换web build的默认网页。这个文件夹中的脚本都不会被编译。这个文件夹必须作为Assets文件夹的直接子目录。

"StreamingAssets"

Any files in here are copied tothe build folder as is, without any changes (except for mobile and web builds,where they get embedded into the final build file). The path where they are canvary per platform but is accessible via Application.streamingAssetsPath ( Also

Unity进度条平缓Loading 在Unity中两个场景之间的过度,为了显得不唐突,常常在期间加入第三个场景,显示进度条的过度动画,如:privateAsyncOperationasync;async.progress;判定是否到

Unity中的单例模式 因为经常需要一个唯一的变量来处理数据,实现脚本之间的交互等,这时如果全部都用静态变量来存储显然是不合适的这时我们马上就会想到单例模式-

unity中摄像机的跟随移动 摄像机的控制再很多地方都有用到,最近用到了两种简单的方法,记录一下。1.直接使用脚本控制摄像机的坐标离跟随物体的距离,使用较为生硬publictra

标签: unity特色

本文链接地址:https://www.jiuchutong.com/biancheng/380156.html 转载请保留说明!

上一篇:【猫猫的Unity Shader之旅】之扭曲模型(猫的所有视频)

下一篇:Unity进度条平缓Loading(unity安装进度条不动)

  • 增值税销项进项什么意思
  • 金税四期的主要功能
  • 股东继续投资
  • 光盘税收分类编码是多少
  • 民办非企业不注销的法律后果
  • 收购发票能使用几次
  • 跨年的费用怎么调整
  • 小规模纳税人超过500万可以不转一般纳税人吗
  • 应付账款以前年度挂错
  • 公司出让土地是利好
  • 保证金逾期退还
  • 企业盈利后又亏损怎么算
  • 专票已经抵扣购买方如何处理
  • 偷税罪立案标准最新
  • 增值税零申报,企业所得税会有税额吗
  • 销售淀粉的税率
  • 商业汇票记什么会计科目?
  • 企业所得税如何计算
  • 财产转移数据缴费怎么交
  • 什么是毛利润和纯利润
  • 企业发生待摊费怎么处理
  • 网关设置
  • Win10如何去掉桌面快捷方式的箭头
  • 冲销多计提所得税
  • 龙骨花的养殖方法移植
  • it最高工资
  • 公司比赛奖金计入什么科目
  • 前端开发csdn
  • 终身职业技能培训
  • 增值税的法律法规最新
  • php定义一个二维数组
  • 白酒赠送消费税计算
  • 文本超出单元格
  • html中写php
  • 建筑保温材料出台了哪些限制政策
  • 企业所得税能否票据入账
  • 现金流量表季度期初现金余额怎么填
  • 固定资产加速折旧是什么意思
  • 住宿费当月抵扣吗
  • 进货该怎么进
  • 接待客户的住宿费计入什么科目
  • 房屋租赁时需要交税吗
  • 报关单填写要求怎么填
  • 个人独资企业应税生产经营所得可以扣除税金支付
  • 可以抵扣的进项发票有哪些
  • 期初在产品怎么算
  • 贷款用途不符合规定有啥危害
  • 已经认证抵扣的发票,要退回,怎么处理
  • 进项税转出如何结转
  • 当事人对付款时间没有约定或者约定不明的
  • 补缴税款需要交滞纳金吗
  • 连锁店会计处理流程
  • 预缴所得税年底怎么算
  • 开个人普票需要身份证吗
  • 以旧验新发票
  • 一件产品在不同场合的价格
  • 百旺金赋服务费可以不交吗
  • 会计做账过程中遇到的问题
  • sql server高级应用
  • myeclipse自动生成get set
  • 使用sql server
  • 各种linux
  • win8.1怎么打开设置
  • win102021年1月大更新
  • cocos2d-x起点之程序的入口
  • jQuery实现select模糊查询(反射机制)
  • Node.js + Redis Sorted Set实现任务队列
  • shtml精简教程让你知道什么是shtml
  • python中numpy.zeros(np.zeros)的使用方法
  • shell的简单实现
  • 适合当前端的手机
  • linux百度网盘安装
  • 浅谈python
  • 换电员工作时间自由吗
  • 个人社保缴纳年限怎么算
  • 黄山市国家税务局倪国初
  • 重庆市网上审批服务大厅
  • 简述绩效信息的收集原则
  • 怎么查询地税信息表
  • 注册会计师人员名单
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设