A guide to AssetBundles and Resources
Проверено с версией:: 2017.3
This is a series of articles that provides an in-depth discussion of Assets and resource management in the Unity engine. It seeks to provide expert developers with deep, source-level knowledge of Unity's Asset and serialization systems. It examines both the technical underpinnings of Unity's AssetBundle system and the current best practices for employing them.
The guide is broken down into four chapters:
Assets, Objects and serialization discusses the low-level details of how Unity serializes Assets and handles references between Assets. It is strongly recommended that readers begin with this chapter as it defines terminology used throughout the guide.
The Resources folder discusses the built-in Resources API.
AssetBundle fundamentals builds on the information in chapter 1 to describe how AssetBundles operate, and discusses both the loading of AssetBundles and the loading of Assets from AssetBundles.
AssetBundle usage patterns is a long article discussing many of the topics surrounding the practical uses of AssetBundles. It includes sections on assigning Assets to AssetBundles and on managing loaded Assets, and describes many common pitfalls encountered by developers using AssetBundles.
Note: This guide's terms for Objects and Assets differ from Unity's public API naming conventions.
The data this guide calls Objects are called Assets in many public Unity APIs, such as AssetBundle.LoadAsset and Resources.UnloadUnusedAssets. The files this guide calls Assets are rarely exposed to any public APIs. When they are exposed, it is generally only in build-related code, such as AssetDatabase and BuildPipeline. In these cases, they are called files in public APIs.