public static class AssetBundleConfig{
//#if UNITY_ANDROID
//public static string AssetBundle_PATH= "jar:file://" + Application.dataPath + "!/assets/AssetBundle/";
//#elif UNITY_EDITOR
//public static string AssetBundle_PATH = Application.dataPath + "/StreamingAssets/AssetBundle/";
//#endif
public static string AssetBundle_PATH = Application.streamingAssetsPath + "/AssetBundle/";
public static string Application_Path= Application.dataPath + "/";
public static string RESOUCES_PATH = Application_Path + "Resources/";
public static string Project_Path = Application_Path.Substring(0,Application_Path.Length-7);
public static string ASSET_FILENAME= "AssetBundle";
//打包的后缀名
public static string SUFFIX = ".unity3d";
}打包的资源名}
本文介绍了一个用于Unity游戏开发中资源包配置的静态类AssetBundleConfig。该类定义了资源路径、项目路径等关键变量,并指定了资源文件的后缀名。通过这些配置,开发者可以更好地管理和加载游戏中的资源。
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