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资产和运行时文件

Each time an asset is created or imported, the UnigineEditor creates a corresponding file and a *.meta file in the data folder of your project, it can also generate so-called "runtime files" when necessary.每次创建或导入资产 UnigineEditor 都会在项目的data文件夹中创建一个对应的文件和一个*.meta文件,它也可以生成所谓的“运行时”文件”。

Runtime files are files in UNIGINE's native format (such as compressed .dds textures, .mesh geometry, .anim animations, etc.) used by the Engine at run time.运行时文件是引擎在运行时使用的UNIGINE原始格式的文件(例如压缩的.dds纹理,.mesh几何图形,.anim动画等)。

在运行时文件的上下文中,UNIGINE中的资产可以分为两组:

  • For a native asset (in UNIGINE's native format) no runtime files will be generated. Such an asset itself will be treated and used as a runtime file.
    注意
    • Such assets are included in the final build "as is".Such assets are included in the final build "as is".
    • A *.mesh file can be treated as a non-native asset if the Unchanged option is disabled for it (a corresponding runtime file will be generated).A *.mesh file can be treated as a non-native asset if the Unchanged option is disabled for it (a corresponding runtime file will be generated).
    Such assets are included in the final build "as is".A *.mesh file can be treated as a non-native asset if the Unchanged option is disabled for it (a corresponding runtime file will be generated).
    对于本机资产(采用UNIGINE的本机格式),将不会生成任何运行时文件。这样的资产本身将被当作运行时文件使用。
    注意
    • Such assets are included in the final build "as is".这些资产按原样包含在最终版本中。
    • A *.mesh file can be treated as a non-native asset if the Unchanged option is disabled for it (a corresponding runtime file will be generated).如果禁用了*.mesh选项的Unchanged选项,则可以将其视为非本地资产(将生成相应的运行时文件)。
  • For a non-native asset (e.g. .fbx, .obj, .hdr, etc.) corresponding runtime file(s) will be generated in the data/.runtimes folder.

    A particular case of a non-native asset is a container-asset — such assets have multiple runtime files generated for them (e.g. an FBX asset may produce .node, .mesh, .mat, etc. files).A particular case of a non-native asset is a container-asset — such assets have multiple runtime files generated for them (e.g. an FBX asset may produce .node, .mesh, .mat, etc. files).

    A particular case of a non-native asset is a container-asset — such assets have multiple runtime files generated for them (e.g. an FBX asset may produce .node, .mesh, .mat, etc. files).
    对于非本地资产(例如.fbx.obj.hdr等),将在data/.runtimes文件夹中生成相应的运行时文件。

    A particular case of a non-native asset is a container-asset — such assets have multiple runtime files generated for them (e.g. an FBX asset may produce .node, .mesh, .mat, etc. files).非本地资产的一种特殊情况是容器资产-这样的资产具有为其生成的多个运行时文件(例如FBX资产可能生成.node.mesh.mat等文件)。

注意
You can choose to use a non-native asset as a runtime file, in this case the asset will be treated as a native one (no runtime file will be generated for it).您可以选择将非本地资产用作运行时文件,在这种情况下,资产将被视为本地资产(不会为其生成运行时文件)。

Assets and corresponding generated runtime files in the data/.runtimes folder资产和相应的生成的运行时文件在data/.runtimes文件夹中

The following table shows the types of runtime files generated for certain types of assets.下表显示了为某些资产类型生成的运行时文件的类型。

非本地资产类型 生成的运行时文件
*.fbx, *.dae, *.3ds

Node (*.node)节点(*.node

Static Meshes (*.mesh)静态网格物体(*.mesh

Skinned Mesh Animations (*.anim)蒙皮网格动画(*.anim

Materials (*.mat)材料(*.mat

Textures (*.dds)纹理(*.dds

*.obj + *.mtl

Node (*.node)节点(*.node

Static Meshes (*.mesh)静态网格物体(*.mesh

Materials (*.mat)材料(*.mat

Textures (*.dds)纹理(*.dds

*.png, *.jpg, *.tiff, *.dds, *tgs, *.rgb, *.rgba, *.psd, *.hdr, *.pgm, *.ppm, *.sgi Texture (*.dds)纹理(*.dds

You can use assets_info and assets_list console commands to view information on non-native assets and runtimes generated for them.您可以使用assets_infoassets_list控制台命令来查看有关非本地资产和为其生成的运行时的信息。

To find a runtime file generated for an asset, right-click the asset in the Asset Browser and choose Show Runtime in Explorer in the context menu.要查找为资产生成的运行时文件,请在资产浏览器中右键单击资产,然后在上下文菜单中选择Show Runtime in Explorer

也可以看看

最新更新: 2021-12-13
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