首页 > 解决方案 > Unity:如何将 AssetBundle 构建到每个 AssetBundle 的单独目录中

问题描述

我的项目包含多个 AssetBundle,我希望能够单击编辑器中的一个按钮,它将所有 AssetBundle 构建到它们自己适当命名的文件夹中。

换句话说,给定名为“A”和“B”的 AssetBundle,输出将是两个文件夹,其中“A”包含构建的捆绑资产,这些资产被标记为包含在“A”中,同样是“B”的类似文件夹.

我已经在一定程度上熟悉了AssetBundleBuildBuildPipeline类。

这导致我制作了以下脚本(见下文)。

我觉得我已经很接近了,因为我已经获得了项目中所有资产包的列表,为它们设置了目录,并尝试构建它们。问题是我收到以下错误:

清单 AssetBundle 名称“example_bundle_name”与用户预定义的 AssetBundle 名称冲突。

请问我需要做什么才能完成这项工作?

public class BuildAssetBundles : MonoBehaviour
{
    private const string AssetBundleRootDirectory = "Assets/BuiltAssetBundles";
    private const BuildTarget BuildTarget = UnityEditor.BuildTarget.StandaloneWindows;

    [MenuItem("Build Asset Bundles/Build All Asset Bundles")]
    public static void BuildBundlesIntoDirectories()
    {
        Debug.Log("Asset bundle building started...");
        // Get all assets

        var assets = AssetDatabase.GetAllAssetPaths().ToArray();

        List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>();
        HashSet<string> processedBundles = new HashSet<string>();

        // Get asset bundle names from selection
        foreach (var o in assets)
        {
            var assetPath = o;
            var importer = AssetImporter.GetAtPath(assetPath);

            if (importer == null)
            {
                continue;
            }

            // Get asset bundle name & variant
            var assetBundleName = importer.assetBundleName;
            var assetBundleVariant = importer.assetBundleVariant;
            var assetBundleFullName = string.IsNullOrEmpty(assetBundleVariant) ? assetBundleName : assetBundleName + "." + assetBundleVariant;

            // Only process assetBundleFullName once. No need to add it again.
            if (processedBundles.Contains(assetBundleFullName))
            {
                continue;
            }

            processedBundles.Add(assetBundleFullName);

            AssetBundleBuild build = new AssetBundleBuild();

            build.assetBundleName = assetBundleName;
            build.assetBundleVariant = assetBundleVariant;
            build.assetNames = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleFullName);

            assetBundleBuilds.Add(build);
        }

        foreach (var assetBundle in assetBundleBuilds.ToArray())
        {
            if(!String.IsNullOrWhiteSpace(assetBundle.assetBundleName))
                BuildAnAssetBundle(assetBundle);
        }
        Debug.Log("Asset bundle building finished.");

    }

    static void BuildAnAssetBundle(AssetBundleBuild assetBundleToBuild)
    {
        // Put the bundles in a folder within the Assets directory.
        string assetBundleOutputDirectory = Path.Combine(AssetBundleRootDirectory, assetBundleToBuild.assetBundleName);
        if (string.IsNullOrWhiteSpace(assetBundleToBuild.assetBundleVariant))
        {
            Path.Combine(assetBundleOutputDirectory, assetBundleToBuild.assetBundleVariant);
        }

        if(!Directory.Exists(assetBundleOutputDirectory))
            Directory.CreateDirectory(assetBundleOutputDirectory);


        try
        {
            BuildPipeline.BuildAssetBundles(assetBundleOutputDirectory, new AssetBundleBuild[]{assetBundleToBuild}, BuildAssetBundleOptions.None, BuildTarget);
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }
}

非常感谢您的帮助和建议。

该错误似乎暗示我的方法有点不正确,也许在设置 AssetBundleBuild 时,它正在制作一个重复的资产包,其中包含具有相同名称的原始文件的所有内容。

标签: c#unity3dbuildassetsassetbundle

解决方案


为什么要编写代码来构建 AssetsBundle?有什么 AssetBundle Browser 不能做的吗?只需下载Asset StoreGithub并根据需要组织您的捆绑包。


推荐阅读