Main application must be in the list of application paths

本文介绍了解决设置flexbuildpath时出现的Mainapplicationmustbeinthelistofapplicationpaths错误的方法。主要是因为缺少默认的Application配置,解决步骤包括在FlexApplacations中添加并设置主mxml文件为默认。
设置flex build path时出现以下错误:
Main application must be in the list of application paths.

出现的原因就是没有默认的Application,在Flex Applacations项添加主mxml文件,并设为默认。点击OK.重新打开build path即可。
<think> We are in the context of Unity game engine. The method `BuildPipeline.BuildAssetBundles` is used to build AssetBundles. Let me break down the parameters: 1. `Application.streamingAssetsPath`: This is the path to the StreamingAssets folder in the Unity project. It's a folder that is included in the final build and accessible at runtime. The AssetBundles will be built into this folder. 2. `assetBundleBuilds.ToArray()`: `assetBundleBuilds` is a list (or collection) of `AssetBundleBuild` structures. Each `AssetBundleBuild` defines the assets that should be built into a specific AssetBundle. We convert it to an array because the method expects an array. 3. `BuildAssetBundleOptions.None`: This means we are not using any special build options. We are using the default behavior. 4. `BuildTarget.StandaloneWindows`: This specifies the target platform as Windows standalone. The purpose of this method call is to build multiple AssetBundles (as specified by the `assetBundleBuilds` collection) and output them to the StreamingAssets folder for the Windows platform. Explanation of parameters in detail: - `outputPath`: The output path for the AssetBundles. Using `Application.streamingAssetsPath` means the bundles will be placed in the StreamingAssets folder. - `builds`: An array of `AssetBundleBuild` that describes how to build the AssetBundles. Each element defines an AssetBundle name and the assets that belong to it. - `assetBundleOptions`: In this case, `None` indicates no special options (like compression, etc.). However, note that by default Unity uses LZMA compression for the entire bundle. If you want different compression, you would use other options. - `targetPlatform`: The platform for which the bundles are built (here, Windows). Important: Building AssetBundles is a common way to manage downloadable content or reduce initial download size in Unity. Let's note: This method builds the AssetBundles and places them in the StreamingAssets folder. However, note that in a real project we might want to build for multiple platforms and manage the output path accordingly. Example of how to set up `AssetBundleBuild`: Suppose we have two asset bundles: "characters" and "environments". We can set up the builds as follows: ```csharp List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>(); // For the characters bundle AssetBundleBuild charactersBuild = new AssetBundleBuild(); charactersBuild.assetBundleName = "characters"; // An array of asset names (paths) to include in this bundle charactersBuild.assetNames = new string[] { "Assets/Art/Characters/Player.prefab", "Assets/Art/Characters/Enemy.prefab" }; // For the environments bundle AssetBundleBuild environmentsBuild = new AssetBundleBuild(); environmentsBuild.assetBundleName = "environments"; environmentsBuild.assetNames = new string[] { "Assets/Art/Environments/Forest.unity", "Assets/Art/Environments/Mountain.unity" }; assetBundleBuilds.Add(charactersBuild); assetBundleBuilds.Add(environmentsBuild); ``` Then we call the build method. However, note that the method `BuildPipeline.BuildAssetBundles` returns a `AssetBundleManifest` object which contains information about the built bundles. We might want to capture that for further processing. Example of the full call: ```csharp using UnityEditor; // Note: This must be in an Editor script because BuildPipeline is part of the Editor // We are in an Editor script, so we can use BuildPipeline public static void BuildBundles() { // Prepare the list of AssetBundleBuild as above List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>(); // ... populate the list ... // Build the bundles AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); // The manifest can be used to get all the bundle names, dependencies, etc. if (manifest != null) { // Do something with the manifest, for example, log the bundle names string[] bundles = manifest.GetAllAssetBundles(); foreach (string bundle in bundles) { Debug.Log("Built bundle: " + bundle); } } } ``` Note: The above code must be placed in an Editor folder because it uses `BuildPipeline` and `AssetBundleManifest`. Also, note that `Application.streamingAssetsPath` in the Editor points to the project's StreamingAssets folder, which is acceptable for testing but for a real build we might want to output to a different folder and then move to StreamingAssets. Important: When running in the Unity Editor, the StreamingAssets path is the project's StreamingAssets folder. However, when building the game, the contents of that folder are copied to the build's StreamingAssets folder. So building the AssetBundles directly to StreamingAssets in the project is acceptable if you plan to include them in the build. But if the bundles are large, you might not want them in the initial build (then you would build to a different location and host them for download). Also note that for the built game to load these bundles, you would use `AssetBundle.LoadFromFile` or similar APIs at runtime. Let's write the code in a proper Editor script: ```csharp using UnityEditor; using UnityEngine; using System.Collections.Generic; using System.IO; public class AssetBundleBuilder : MonoBehaviour { [MenuItem("Build/Build AssetBundles")] static void BuildAssetBundles() { // Ensure the directory exists string outputPath = Application.streamingAssetsPath; if (!Directory.Exists(outputPath)) { Directory.CreateDirectory(outputPath); } // Prepare the builds List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>(); // Example: Add two bundles // Bundle 1: characters AssetBundleBuild bundle1 = new AssetBundleBuild(); bundle1.assetBundleName = "characters"; bundle1.assetNames = new string[] { "Assets/Art/Characters/Player.prefab", "Assets/Art/Characters/Enemy.prefab" }; // Bundle 2: environments AssetBundleBuild bundle2 = new AssetBundleBuild(); bundle2.assetBundleName = "environments"; bundle2.assetNames = new string[] { "Assets/Art/Environments/Forest.unity", "Assets/Art/Environments/Mountain.unity" }; assetBundleBuilds.Add(bundle1); assetBundleBuilds.Add(bundle2); // Build the bundles AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(outputPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); if (manifest == null) { Debug.LogError("AssetBundle build failed!"); } else { Debug.Log("AssetBundle build succeeded!"); // Optionally, print all bundles string[] bundles = manifest.GetAllAssetBundles(); foreach (var bundle in bundles) { Debug.Log("Built bundle: " + bundle); } } } } ``` However, note that the above example is a simplified one. In a real project, you might want to get the asset bundle assignments from the asset database instead of hard-coding. Now, to answer the original question: The method call `BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);` builds the specified asset bundles and outputs them to the StreamingAssets folder targeting the Windows platform. </think> ### `BuildPipeline.BuildAssetBundles` 作用详解 在 Unity 中,`BuildPipeline.BuildAssetBundles` 用于构建 AssetBundle(资源包),这是 Unity 的资源动态加载机制。你提供的代码如下: ```csharp BuildPipeline.BuildAssetBundles( Application.streamingAssetsPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows ); ``` #### 参数解析: 1. **输出路径 (`Application.streamingAssetsPath`)** - 将生成的 AssetBundle 文件保存到项目的 `StreamingAssets` 文件夹。 - 该路径在运行时可通过 `Application.streamingAssetsPath` 访问(例如:`/Assets/StreamingAssets`)。 2. **资源包定义 (`assetBundleBuilds.ToArray()`)** - `assetBundleBuilds` 是一个 `List<AssetBundleBuild>` 集合。 - 每个 `AssetBundleBuild` 定义了: - `assetBundleName`:资源包名称(如 "environment")。 - `assetNames`:包含的资源路径列表(如 `["Assets/Textures/rock.png", "Assets/Prefabs/tree.prefab"]`)。 - `ToArray()` 将列表转换为数组以满足方法要求。 3. **构建选项 (`BuildAssetBundleOptions.None`)** - 使用默认压缩方式(LZMA 算法,高压缩率但加载时需解压)。 - 其他常用选项: - `UncompressedAssetBundle`:无压缩(加载快,体积大)。 - `ChunkBasedCompression`:LZ4 压缩(平衡压缩率和加载速度)。 4. **目标平台 (`BuildTarget.StandaloneWindows`)** - 生成 Windows 平台的 AssetBundle(格式为 `.manifest` + 无扩展名二进制文件)。 - 需与最终运行平台一致(如 Android 用 `BuildTarget.Android`)。 #### 完整示例代码: ```csharp using UnityEditor; using System.Collections.Generic; public class AssetBundleBuilder { [MenuItem("Tools/Build AssetBundles")] public static void BuildBundles() { // 1. 配置资源包 List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>(); var sceneBundle = new AssetBundleBuild(); sceneBundle.assetBundleName = "scenes"; sceneBundle.assetNames = new string[] { "Assets/Scenes/Main.unity" }; var textureBundle = new AssetBundleBuild(); textureBundle.assetBundleName = "textures"; textureBundle.assetNames = new string[] { "Assets/Textures/Icon.png" }; assetBundleBuilds.Add(sceneBundle); assetBundleBuilds.Add(textureBundle); // 2. 确保目录存在 if (!System.IO.Directory.Exists(Application.streamingAssetsPath)) { System.IO.Directory.CreateDirectory(Application.streamingAssetsPath); } // 3. 构建资源包 BuildPipeline.BuildAssetBundles( Application.streamingAssetsPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows ); AssetDatabase.Refresh(); // 刷新Unity编辑器 } } ``` #### 生成的文件示例: ``` StreamingAssets/ ├── StreamingAssets.manifest // 总清单 ├── scenes // 场景资源包(无扩展名) ├── scenes.manifest // 场景包清单 ├── textures // 贴图资源包 └── textures.manifest // 贴图包清单 ``` #### 运行时加载示例: ```csharp // 从StreamingAssets加载资源包 IEnumerator LoadBundle(string bundleName) { string path = System.IO.Path.Combine(Application.streamingAssetsPath, bundleName); AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path); yield return request; AssetBundle bundle = request.assetBundle; GameObject prefab = bundle.LoadAsset<GameObject>("Player"); Instantiate(prefab); } ``` ---
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