You can have multiple Resource Folders organized differently in your Project. To put anything into a Resource Folder, you simply create a new folder inside the Project View, and name the folder “Resources”. Resource Folders are collections of assets that are included in the built Unity player, but are not necessarily linked to any GameObject in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. This will build a file that you can later load dynamically in the runtime by using AssetBundle.LoadAsset(). More info See in Glossary to be included in the built file, along with some other options. A GameObject’s functionality is defined by the Components attached to it. In the arguments, you specify an array of Objects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. To build an Asset Bundle, you call BuildPipeline.BuildAssetBundles() from inside an Editor script. These files exist outside of the built Unity player, usually sitting on a web server for end-users to access dynamically. You can have many Asset Bundles and therefore many different external collections of assets. Asset BundlesĪn Asset Bundle is an external collection of assets. These are files completely separate from the main game file which contain assets to be accessed by the game on demand from a file or URL. Unity supports Resource Folders in the project to allow content to be supplied in the main game file yet not be loaded until requested. Furthermore, you may even want to load assets from a separate file or URL to reduce initial download time or allow for interchangeable game content. For example, there may be a character or other object that can appear in any scene of the game but which will only be used infrequently (this might be a “secret” feature, an error message or a highscore alert, say). In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. In some situations, it is useful to make an asset available to a project without loading it in as part of a scene A Scene contains the environments and menus of your game.
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