这篇文章主要介绍Unity3D中打包的示例分析,文中介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们一定要看完!
在Unity3D中打包,其过程是可以监听到事件的.例如打包开始,及打包结束,编译shader等.
打包开始
在编辑器中实现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); }}
打包结束
在编辑器中添加监听 PostProcessBuildAttribute
using UnityEngine;using UnityEditor;using UnityEditor.Callbacks;
public class MyBuildPostprocessor { [PostProcessBuildAttribute(1)] public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) { Debug.Log( pathToBuiltProject ); }
}
编译shader前
在编辑器中实现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); } }}
打包场景
在编辑器里实现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); }}
切换平台
在编辑器里实现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); }}
有了这些事件,就可以很方便的在打包前后加入自己的个性化需求了
例如在打包前要删除掉一部分AB包里面所包含的测试场景,测试资源等.
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