Version: 2023.1
言語: 日本語
public static uint ArchiveAndCompress (ResourceFile[] resourceFiles, string outputBundlePath, BuildCompression compression);
public static uint ArchiveAndCompress (ResourceFile[] resourceFiles, string outputBundlePath, BuildCompression compression, bool stripUnityVersion);

パラメーター

resourceFiles Array of ResourceFile structs pointing to the files that should be copied into the Archive.
outputBundlePath File path of the output Archive file.
compression Type of compression to apply to the content of the Archive.
stripUnityVersion By default the Archive file will record the version of the Unity Editor that created the Archive. When true is passed for this parameter the version will not be recorded in the Archive header. This can be useful when rebuilding AssetBundles after a minor upgrade of the Unity Editor, to make sure otherwise identical AssetBundles generate the exact same full-file content. Note: The CRC and hash values calculated by Unity for AssetBundles ignore the Archive Header. So it is not necessary to strip the Unity Version in the Archive Header when using those for integrity and version tracking.

説明

Create a Unity archive file, containing the content of one or more resource files.

Generate a Unity Archive file. This low level API is exposed primarily for use by the Scriptable Build Pipeline package. For example, when building AssetBundles using BuildPipeline.BuildAssetBundles it is not necessary to call this API because the AssetBundle Archive files are created automatically.

See Also: ArchiveFileInterface.

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