美文网首页
Unity3D中打包那点事

Unity3D中打包那点事

作者: _ArayA_ | 来源:发表于2019-10-30 10:23 被阅读0次

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.

相关文章

网友评论

      本文标题:Unity3D中打包那点事

      本文链接:https://www.haomeiwen.com/subject/oiznvctx.html