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這篇文章主要介紹Unity3D中打包的示例分析,文中介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們一定要看完!
在Unity3D中打包,其過(guò)程是可以監(jiān)聽(tīng)到事件的.例如打包開(kāi)始,及打包結(jié)束,編譯shader等.
在編輯器中實(shí)現(xiàn)IPreprocessBuild接口,以下是官方例子:
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
class MyCustomBuildProcessor : IPreprocessBuild
{
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildTarget target, string path)
{
Debug.Log("MyCustomBuildProcessor.OnPreprocessBuild for target " + target + " at path " + path);
}
}
在編輯器中添加監(jiān)聽(tīng) PostProcessBuildAttribute
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
public class MyBuildPostprocessor {
[PostProcessBuildAttribute(1)]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
Debug.Log( pathToBuiltProject );
}
}
編譯shader前
在編輯器中實(shí)現(xiàn)IPreprocessShaders接口
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
class MyCustomBuildProcessor : IPreprocessShaders
{
ShaderKeyword m_Blue;
public MyCustomBuildProcessor()
{
m_Blue = new ShaderKeyword("_BLUE");
}
public int callbackOrder { get { return 0; } }
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data)
{
for (int i = data.Count - 1; i >= 0; --i)
{
if (!data[i].shaderKeywordSet.IsEnabled(m_Blue))
continue;
data.RemoveAt(i);
}
}
}
在編輯器里實(shí)現(xiàn)IProcessScene接口
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
class MyCustomBuildProcessor : IProcessScene
{
public int callbackOrder { get { return 0; } }
public void OnProcessScene(UnityEngine.SceneManagement.Scene scene)
{
Debug.Log("MyCustomBuildProcessor.OnProcessScene " + scene.name);
}
}
在編輯器里實(shí)現(xiàn)IActiveBuildTargetChanged接口
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
public class ActiveBuildTargetListener : IActiveBuildTargetChanged
{
public int callbackOrder { get { return 0; } }
public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
{
Debug.Log("Switched build target to " + newTarget);
}
}
有了這些事件,就可以很方便的在打包前后加入自己的個(gè)性化需求了
例如在打包前要?jiǎng)h除掉一部分AB包里面所包含的測(cè)試場(chǎng)景,測(cè)試資源等.
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