Unity_Addressable_Build layout report构建布局报告
The build layout report provides detailed information and statistics about your Addressables builds, including:
译:构建布局报告提供有关 Addressables 构建的详细信息和统计信息,包括:
Description of AssetBundles译:AssetBundle的描述
Sizes of each Asset and AssetBundle译:每个 Asset 和 AssetBundle 的大小
Explanation of non-Addressable Assets implicitly included in AssetBundles as dependencies. See Asset and AssetBundle dependencies for more information.译:对作为依赖项隐式包含在 AssetBundle 中的不可寻址资产的说明。有关更多信息,请参阅Asset 和 AssetBundle 依赖项。
AssetBundle dependencies 译:AssetBundle 依赖项
When enabled, the Addressables build script creates the report whenever you build Addressables content. You can enable the report in the Addressables section of the Preferences window. You can find the report in your project folder at
Library/com.unity.addressables/buildlayout
. Producing the report does increase build time.译:启用后,Addressables 构建脚本会在您构建 Addressables 内容时创建报告。您可以在“首选项”窗口的“可寻址”部分启用该报告。您可以在您的项目文件夹中找到该报告,地址为Library/com.unity.addressables/buildlayout
。生成报告确实会增加构建时间
See Building your Addressable content for more information about building content.
译:有关构建内容的更多信息,请参阅构建您的可寻址内容
Creating a build report
To create a build report:
译:启用构建报告
Enable the build report.译:启用构建报告
Open the Unity Preferences window (menu: Edit > Preferences).译:打开 Unity 首选项窗口(菜单:编辑 > 首选项)
Select Addressables from the list of preference types.译:从首选项类型列表中选择可寻址
Check the Debug Build Layout option. 译:检查调试构建布局选项
Perform a full build of your Addressables content. (See Builds for more information.)译:执行 Addressables 内容的完整构建。(有关更多信息,请参阅构建。)
In a file system window, navigate to the
Library/com.unity.addressables/
folder of your Unity project.译:在文件系统窗口中,导航到Library/com.unity.addressables/
您的 Unity 项目的文件夹Open the
buildlayout
file in a suitable text editor.译:buildlayout
在合适的文本编辑器中打开文件
Report data
A build layout report contains the following information:
译:构建布局报告包含以下信息
Summary: provides an overview of the build译:摘要:提供构建的概述
Group: provides information for each group译:Group : 提供每个组的信息
Asset bundle: provides information about each bundle built for a group译:Asset bundle:提供有关为组构建的每个 bundle 的信息
Asset: provides information about each explicit asset in a bundle译:资产:提供有关捆绑包中每个显式资产的信息
File: provides information about each serialized file in an AssetBundle archive译:File:提供有关 AssetBundle 存档中每个序列化文件的信息
Built-in bundles: provides information about bundles created for assets, such as the default shader, that are built into Unity译:内置包:提供有关为 Unity 内置的资产(例如默认着色器)创建的包的信息
Summary section
Provides a summary of the build.
译:提供构建的摘要。
Name Purpose
Addressable Groups The number of groups included in the build.(构建中包含的组数。)
Explicit Assets Addressed The number of Addressable assets in the build (this number doesn't include assets in the build that are referenced by an Addressable asset, but which aren't marked as Addressable).(构建中可寻址资产的数量(此数字不包括构建中被可寻址资产引用但未标记为可寻址的资产)。)
Total Bundle The number of AssetBundles created by the build, including how many contain Scene data.(构建创建的 AssetBundle 的数量,包括有多少包含场景数据。)
Total Build Size The combined size of all AssetBundles.(所有 AssetBundle 的组合大小。)
Total MonoScript Size The size of serialized MonoBehaviour and SerializedObject instances(序列化的 MonoBehaviour 和 SerializedObject 实例的大小).
Total AssetBundle Object Size
译:
Group section
Reports how Addressables packed the assets in a group into AssetBundles.
译:报告 Addressables 如何将一组中的资产打包到 AssetBundle 中
Name Purpose
Group summary Name, number of bundles created for group, total size, and number of explicit assets built for the group.(名称、为组创建的捆绑包数量、总大小以及为组构建的显式资产数量)
Schemas Schemas and settings for the group.(该组的模式和设置)
Asset bundles See AssetBundle information.(看AssetBundle 信息)
译:
AssetBundle information
Reports details for each AssetBundle built for a group.
译:报告为组构建的每个 AssetBundle 的详细信息
Name Purpose
File name The file name of the AssetBundle(AssetBundle 的文件名).
Size
Compression The compression setting used for the bundle(用于捆绑包的压缩设置).
Object size
Bundle Dependencies The list of other AssetBundles the current bundle depends upon. These bundles are always loaded with the current bundle(当前包所依赖的其他 AssetBundle 的列表。这些包总是与当前包一起加载).
Expanded Bundle Dependencies
Explicit Assets Asset information about Addressables included in the bundle(资产信息关于捆绑包中包含的 Addressables).
Files File information about the files in the AssetBundle archive. Scene bundles contain up to two files per Scene, non-Scene bundles contain only one file(文件信息关于 AssetBundle 档案中的文件。每个场景包最多包含两个文件,非场景包仅包含一个文件).
译:
Asset information
Provides Information for each asset in the Explicit Assets section.
译:在“显式资产”部分提供每个资产的信息
Name Purpose
Asset path The path to the asset in your project(项目中资产的路径)
Total Size
Size from Objects
Size from Streamed Data
File Index The index of the file in the AssetBundle in which this asset is located.(此资产所在的 AssetBundle 中文件的索引)
Addressable Name The address of the asset(资产的地址).
External References
Internal References
File information
Provides details about each serialized file in an AssetBundle archive
译:提供有关 AssetBundle 存档中每个序列化文件的详细信息
Name Purpose
File summary Index in file list, number and size of serialized MonoScripts in the file(文件列表中的索引、文件中序列化的 MonoScript 的数量和大小)
File sections A serialized file can have one or more of the following sections(序列化文件可以包含以下一个或多个部分):
• No extension
• .resS
• .resource
• .sharedAssets
Data from Other Assets Dependent assets referenced by assets in the file.(文件中资产引用的从属资产)
Built-in Bundles
Lists any bundles that Addressables created from assets, such as the default shaders, that are provided as part of the Unity Engine. The Addressables build places such assets in the separate bundles listed here when needed to avoid duplicating the assets across multiple bundles as implicit dependencies.
译:列出 Addressables 从作为 Unity 引擎的一部分提供的资产(例如默认着色器)创建的任何包。Addressables 构建在需要时将此类资产放置在此处列出的单独捆绑包中,以避免将资产作为隐式依赖项跨多个捆绑包重复