Unity中AB資源打包簡單的腳本


腳本應該放在Editor文件夾下

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class BuildAssetBundle {


    [MenuItem("BuildAB/BuildABToWin64/LZMA(體積小,加載慢)")]
    private static void BuildABsToWin64_LZMA()
    {
        //在assets下設定一個文件價用於存儲ab資源
        string path = Application.dataPath + "/AssetBundle";
        //打包ab資源
        BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
        Debug.Log("AssetBundle資源打包完成");
    }


    [MenuItem("BuildAB/BuildABToWin64/不壓縮(體積大,加載快)")]
    private static void BuildABsToWin64_UnComper()
    {
        //在assets下設定一個文件價用於存儲ab資源
        string path = Application.dataPath + "/AssetBundle";
        //打包ab資源
        BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64);
        Debug.Log("AssetBundle資源打包完成");
    }

    [MenuItem("BuildAB/BuildABToWin64/LZ4(體積中,加載中)")]
    private static void BuildABsToWin64_LZ4()
    {
        //在assets下設定一個文件價用於存儲ab資源
        string path = Application.dataPath + "/AssetBundle";
        //打包ab資源
        BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
        Debug.Log("AssetBundle資源打包完成");
    }



}

 


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