This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
内容优化
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

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 .texture 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.texture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 are generated normally, as such an asset itself is 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 or an image 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 or an image 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 or an image 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 or an image 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).

    注意
    A non-native asset may have no runtimes at all (e.g., a .txt file).
    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 (*.texture)纹理(*.texture

*.obj + *.mtl

Node (*.node)节点(*.node

Static Meshes (*.mesh)静态网格物体(*.mesh

Materials (*.mat)材料(*.mat

Textures (*.texture)纹理(*.texture

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

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: 2022-12-14
Build: ()