Unity中的Path对应各平台中的Path

本文详细介绍了不同操作系统中应用程序的数据路径配置,包括iOS、Android和Windows Web Player等平台的应用数据路径、流资产路径、持久数据路径及临时缓存路径的具体位置。

IOS:
Application.dataPath :                    Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/xxx.app/Data
Application.streamingAssetsPath : Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/xxx.app/Data/Raw
Application.persistentDataPath :    Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/Documents
Application.temporaryCachePath : Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/Library/Caches

Android:
Application.dataPath :             /data/app/xxx.xxx.xxx.apk
Application.streamingAssetsPath :     jar:file:///data/app/xxx.xxx.xxx.apk/!/assets
Application.persistentDataPath :     /data/data/xxx.xxx.xxx/files
Application.temporaryCachePath :     /data/data/xxx.xxx.xxx/cache

Windows Web Player:
Application.dataPath :             file:///D:/MyGame/WebPlayer (即导包后保存的文件夹,html文件所在文件夹)
Application.streamingAssetsPath :     
Application.persistentDataPath :     
Application.temporaryCachePath :

Whether you are making a road, a ramp, a path or a river, Path Painter makes terrain based path creation and texturing a breeze! Path Painter allows you to: - Create paths; - Create ramps; - Create roads; - Create plateaus for secret forts; - Create lake and river beds; - Change terrain elevation along path; - Re-texture along path embankments; - Clear grass and trees along path; - Use various algorithms for natural clearing; - Standard Unity terrain compatible! Path Painter is a collaboration between Frank Slater and Procedural Worlds, and we are very excited to be working together. Note: This asset is provided in DLL form rather than with source code. If you would also like to purchase the source then please contact us directly. Our Product Suite: Gaia - A world generation system for creating, texturing, planting and populating scenes from low poly mobile, VR and through to high end desktop. GeNa 2 - A sophisticated localised level design tool that augments Gaia’s broad brush strokes, by working intuitively to give fine grained control. Path Painter - A powerful path and easy to use road, path and river bed painting system for Unity 3D. CTS - Nominated by Unity of as one of the best assets in 2017, a PBR terrain shading system that significantly improves terrain look, performance and usability. SECTR - A suite of performance-enhancing tools that enable open world streaming, massive mobile games and includes the latest techniques in audio occlusion and propagation. Pegasus - A system that can drive anything along a path. Great for cut-scenes, and even has an ambient ai that supports formations, animation and local avoidance for your npc's and animals! Want To Know More ? Unity Forum Path Painter Tutorials Have A Chat Ticketed Support NOTE: Path Painter does not create meshes, so if you are making rivers you would typically also use another tool as well to shade the river component.
This book is designed to help you create applications and content that make the best use of Unity on mobile platforms, especially those with Mali GPUs. Chapter 1 Introduction This chapter introduces the Arm Guide for Unity Developers Optimizing Mobile Gaming Graphics. Chapter 2 Optimizing applications This chapter describes how to optimize applications in Unity. Chapter 3 Profiling your application This chapter describes profiling your application. Chapter 4 Optimization lists This chapter lists a number of optimizations for your Unity application. Chapter 5 Real time 3D art best practices: Geometry This chapter highlights some key geometry optimizations for 3D assets. Geometry optimizations can make a game both more efficient, and achieve the overall goal of getting your game to perform better on mobile platforms. Chapter 6 Real time 3D art best practices: Texturing This chapter covers several texture optimizations that can help your games to run more smoothly and look better. Chapter 7 Real time 3D art best practices: Materials and shaders This chapter covers multiple different material and shader optimizations that can help your games to run more efficiently and look better. Chapter 8 Advanced graphics techniques This chapter lists a number of advanced graphics techniques that you can use. Chapter 9 Virtual Reality This chapter describes the process of adapting an application or game to run on virtual reality hardware, and some differences in the implementation of reflections in virtual reality. Chapter 10 Advanced VR graphics techniques This chapter describes various techniques that you can use to improve the graphical performance of your Virtual Reality application. Chapter 11 Vulkan This chapter describes Vulkan and how you enable it. Chapter 12 Arm Mobile Studio This chapter describes the Graphics Analyzer and the Streamline tool.
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