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Unity_Addressable_Groups window(组窗口)

2023-03-30 16:43 作者:unity_某某师_高锦锦  | 我要投稿

Use the Groups window to manage your groups and Addressable assets.

译:使用Groups窗口来管理你的组和可寻址资产。

The Groups window also serves as a central location for starting content builds and accessing the tools and settings of the Addressables system.

译:此窗口还可作为启动内容构建和访问可寻址系统的工具和设置的中心位置。

A group is the main organizational unit of the Addressables system. Use this window to create and manage your groups and the assets they contain.

译:组是可寻址系统的主要组织单元。使用此窗口来创建和管理你的组及其包含的资产。

The Addressables Groups window showing the toolbar and list of groups and assets.

译:使用此窗口来创建和管理你的组及其包含的资产。

Group list

The Group list displays the Addressable groups in your Project. Expand a group in the list to show the assets it contains. You can also expand composite assets, such as Sprite sheets, to show the subobjects they contain.

译:Group列表显示你的项目中的可寻址组。展开列表中的组以显示它们包含的资产。你也可以展开复合资产,例如Sprite sheets,以显示它们包含的子对象。

When you first install the Addressables package, the Groups window displays two groups of assets:译:当你第一次安装可寻址包时,Groups窗口会显示两个资产组:

  • Built In Data: contains assets in any Project Resource folders and any Scenes included in the Build Settings list. (None of these assets can be Addressable unless removed from Resources or the Scene list.)译:Built In Data:包含项目资源文件夹中的资产和在构建设置列表中包含的任何场景。(这些资产中的任何一个都不能是可寻址的,除非从资源或场景列表中删除。)

  • Default Local Group (Default): Initially empty, any assets you make Addressable are added to this group. The group is set up so that its assets are built to your local build path and included in your Project builds. You can change the name, settings, and make another group the default group, if desired. Note that the settings of the default group are also used to create shared AssetBundles.译:Default Local Group(Default):最初为空,任何你使可寻址的资产都会添加到此组。该组被设置为其资产将构建到你的本地构建路径并包含在你的项目构建中。如果需要,你可以更改名称、设置并使另一个组成为默认组。请注意,默认组的设置也用于创建共享AssetBundles。

The list columns contain the following information:

译:列表列包含以下信息:

Column                                            Purpose

NotificationsAny notifications regarding a Group, or asset, that is flagged during the build.译:通知 有关在构建期间标记的组或资产的任何通知。

Group Name \ Addressable NameThe name of the item. For groups, this is an arbitrary name that you can assign. For assets, this is the Addressable address. You can edit the name or address using the context menu.译:组名称\可寻址名称 该项的名称。对于组,这是一个你可以分配的任意名称。对于资产,这是可寻址地址。你可以使用上下文菜单编辑名称或地址。

IconThe Unity asset icon based on asset type.译:图标 基于资产类型的Unity资产图标。

PathThe path to the source asset in your Project.译:路径 项目中源资产的路径。

LabelsShows any labels assigned to the asset. Click on a Label entry to change the assigned labels or to manage your label definitions.译:标签 显示分配给资产的任何标签。单击Label条目以更改分配的标签或管理你的标签定义。

译:

You can sort the assets shown in the Group list by clicking one of the column headers. This sorts the assets within each group, but does not reorder the groups themselves. You can change the order in which your groups are displayed by dragging them into the desired position.

译:你可以通过单击其中一个列标题来对Group列表中显示的资产进行排序。这将在每个组内对资产进行排序,但不会重新排序组本身。你可以通过将它们拖到所需位置来更改显示你的组的顺序。

Groups window toolbar

The toolbar at the top of the Addressables Group window provides access to the following commands and tools:

译:Addressables Group窗口顶部的工具栏提供对以下命令和工具的访问:

Create

Create a group.

译:创建组

Choose a template for the group or Blank for no schema.

译:为组选择模板或选择Blank以不使用架构。

See Group templates for information about creating your own templates.

译:有关创建自己的模板的信息,请参见组模板。

Profile

Set the active Profile to determine the paths used for building and loading Addressables.

译: 将活动Profile设置为确定用于构建和加载可寻址的路径。

Select an existing profile or choose Manage Profiles to open the Profiles window.

译:选择现有配置文件或选择管理配置文件以打开配置文件窗口。

See Profiles for more information.

译:有关更多信息,请参见配置文件。

Tools

Choose from a menu of settings windows and tools.

译:工具 从设置窗口和工具的菜单中选择。

  • Inspect System Settings: open the Addressables Settings Inspector.译:检查系统设置:打开可寻址设置检查器。

  • Check for Content Update Restrictions: run a pre-update content check. See Content Workflow: Update Restrictions for more information.译:检查内容更新限制:运行更新前内容检查。有关更多信息,请参见内容工作流程:更新限制。

  • Window: open other Addressables system windows:译:窗口:打开其他可寻址系统窗口:

    • Profiles: open the Profiles window.译:配置文件:打开配置文件窗口。

    • Labels: open the Labels window.译:标签:打开标签窗口。

    • Analyze: open the Analyze tool译:分析:打开分析工具。

    • Hosting Services: open the Hosting window.译:托管服务:打开托管窗口。

    • Event Viewer: open the Event Viewer window.译:事件查看器:打开事件查看器窗口。

  • Groups View: set Group window display options:译:组视图:设置组窗口显示选项:

    • Show Sprite and Subobject Addresses: whether to show Sprite and subobjects in the Group list or just the parent object.译:显示Sprite和子对象地址:在组列表中显示Sprite和子对象,或仅显示父对象。

    • Group Hierarchy with Dashes: when enabled, the Groups window displays groups that contain dashes '-' in their names as if the dashes represented a group hierarchy. For example, if you name two groups "x-y-z" and "x-y-w", the the window shows an entry called "x" with a child called "y", which contains two groups, called "x-y-z" and "x-y-w". Enabling this option affects the group display only.译:使用破折号的组层次结构:启用后,组窗口将显示包含破折号“-”在其名称中的组,就好像破折号表示组层次结构一样。例如,如果您将两个组命名为“x-y-z”和“x-y-w”,则窗口会显示一个名为“x”的条目,其包含一个名为“y”的子项,其中包含两个组,称为“x-y-z”和“x-y-w”。启用此选项仅影响组显示。

  • Convert Legacy AssetBundles: Assigns non-Addressable assets to Addressable groups based on their current AssetBundle settings.译:转换旧版AssetBundles:根据它们当前的AssetBundle设置将非可寻址资产分配给可寻址组。

Play Mode Script

Set the active Play Mode Script.译:设置活动的Play Mode Script。

The active Play Mode Script determines how Addressables are loaded in the Editor Play mode. See Play Mode Scripts for more information.

译:活动的Play Mode Script确定在编辑器Play模式下如何加载Addressable Assets。有关更多信息,请参见Play Mode Scripts。

Build Script

Select a content build command.

译:选择内容构建命令。

  • New Build: choose a build script to run a full content build.译:New Build:选择要运行完整内容构建的构建脚本。

  • Update a Previous Build: run a differential update based on an earlier build.译:更新之前的构建:基于较早版本的构建运行差异更新。

  • Clean Build: choose a command to clean existing build artifacts.译:Clean Build:选择清除现有构建构件的命令。

See Builds for more information.译:请参见Builds以获取更多信息。

Filter list

Find items in the group list matching the specified string.译:查找与指定字符串匹配的组列表中的项。

An item is shown if the specified string matches any part of the text in any column in the list.

译:如果指定的字符串与列表中任何列中的文本的任何部分匹配,则会显示该项。

TIP

Click the magnifying glass icon to enable or disable Hierarchical Search, which shows results within their assigned group rather than as a flat list.

译:单击放大镜图标以启用或禁用分层搜索,它会显示分配给它们的组内结果,而不是作为一个扁平列表。

Play Mode Scripts

The active Play Mode Script determines how the Addressable system accesses Addressable assets when you run your game in the Editor Play mode. When you select a Play Mode Script, it remains the active script until you choose a different one. The Play Mode Script has no effect on asset loading when you build and run your application outside the Editor.

译:活动的Play Mode Script确定Addressable系统在您在编辑器Play模式下运行游戏时如何访问Addressable资产。选择Play Mode Script后,它将保持活动状态,直到您选择不同的脚本。Play Mode Script对于在编辑器之外构建和运行应用程序时的资产加载没有影响。

The Play Mode Scripts include:

译:

  • Use Asset Database: loads assets directly from the Editor asset database (which is also used for all non-Addressable assets). You do not have to build your Addressable content when using this option.译:Use Asset Database:直接从编辑器资产数据库(也用于所有非Addressable资产)加载资产。使用此选项时,无需构建Addressable内容。

  • Simulate Groups: analyzes content for layout and dependencies without creating AssetBundles. Loads assets from the asset database through the ResourceManager as if they were loaded through bundles. Simulates download speeds for remote AssetBundles and file loading speeds for local bundles by introducing a time delay. You can use the Event Viewer with this Play Mode script. See ProjectConfigData for configuration options.译:Simulate Groups:分析布局和依赖关系的内容,而无需创建AssetBundles。通过ResourceManager从资产数据库中加载资产,就好像它们是通过捆绑包加载的。通过引入时间延迟模拟远程AssetBundles的下载速度和本地捆绑包的文件加载速度。您可以使用Event Viewer与此Play Mode脚本。请参见ProjectConfigData以获取配置选项。

  • Use Existing Build: loads Assets from bundles created by an earlier content build. You must run a full build using a Build Script such as Default Build Script before using this option. Remote content must be hosted at the RemoteLoadPath of the Profile used to build the content.译:Use Existing Build:从之前的内容构建创建的捆绑包中加载资产。在使用此选项之前,必须使用默认构建脚本等Build Script运行完整的构建。远程内容必须托管在用于构建内容的Profile的RemoteLoadPath处。

To find an asset

To locate an Addressable Asset in the Groups window, type all or part of its address, path, or a label into the filter control on the Groups window toolbar.

译:要在Groups窗口中定位Addressable Asset,请在Groups窗口工具栏中的筛选控件中键入完整或部分地址、路径或标签。


Filtering the group list by the string "NP" to find all assets labeled NPC

To locate the asset in your project, select it in the Groups window. Unity then selects the asset in the Project window and displays the asset's details in the Inspector window.

译:

通过使用字符串“NP”筛选组列表以查找所有标记为NPC的资产

要在您的项目中查找资产,请在Groups窗口中选择它。然后Unity将在Project窗口中选择该资产,并在Inspector窗口中显示该资产的详细信息。

TIP

  • To view the groups of the assets found, enable Hierarchical Search; disable this option to only show groups if they match the search string. Click the magnifying glass icon in the search box to enable or disable Hierarchical Search. 译:要查看找到的资产的组,请启用分层搜索;禁用此选项仅在匹配搜索字符串时显示组。单击搜索框中的放大镜图标以启用或禁用分层搜索。

  • To view subobject addresses, such as the Sprites in a Sprite Atlas, enable the Show Sprite and Subobject Addresses option using the Tools menu on the Groups window toolbar.译:要查看子对象地址,例如Sprite Atlas中的Sprites,请使用Groups窗口工具栏上的Tools菜单启用Show Sprite and Subobject Addresses选项。








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