using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class CreateAssetBundle : MonoBehaviour
{
[MenuItem(“Custom/Create Object to It’s Single Bundle”)]
static void ExecuteSingleObjectCreateAssetBundle()
{
//清除缓存
Caching.CleanCache();
//获取Project视图中选择的所有游戏对象
Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
//生成AssetBundle保存目录
if (!Directory.Exists(Application.dataPath + “/StreamingAssets”))
{
Directory.CreateDirectory(Application.dataPath + “/StreamingAssets”);
}
//遍历所有游戏对象
foreach(Object _object in SelectedAsset)
{
string sourcePath = Application.dataPath + “/StreamingAssets/” + _object.name + “.assetbundle”;
#if UNITY_ANDROID
if(BuildPipeline.BuildAssetBundle(_object, null, sourcePath, BuildAssetBundleOptions.CollectDependencies, BuildTarget.Android))
{

本文介绍了如何在Unity编辑器下进行Assetbundle的打包操作。首先清理缓存,然后获取并遍历Project视图中所有选择的游戏对象,为每个游戏对象创建AssetBundle,并将其保存到StreamingAssets目录。代码中包含了针对不同平台(UNITY_ANDROID, UNITY_IPHONE, UNITY_STANDALONE_WIN, UNITY_EDITOR)的条件编译指令。"
72844583,6871565,Qt结合libvlc实现RTSP视频播放与上层绘图,"['Qt开发', '流媒体播放', '视频处理', 'libvlc', '图形界面']
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