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Unity3D资源管理架构

發(fā)布時間:2023/12/8 编程问答 26 豆豆
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在Unity3D引擎中,場景資源文件(.unity)是以2進制格式存儲的,但同時它也有一種基于文本的表現(xiàn)格式。可在Edit>Project Setting>Editor 中設置:

1.使用binary2text.exe(win下目錄:Editor\Data\Tools)可將.unity文件轉換成.txt文件,只需將.unity文件拖拽到binary2text.exe上即可生成.txt;

2.Bin2Text.unity為測試場景場景中只有一個名為“sakyaer”的空物體;

3.對應這樣一個場景,它的文本格式使用YAML格式存儲,信息表如下:

  • 其中ClassID是Unity3D中類的序列編號,如:GameObject類ClassID=1,具體類的ID參照官方網(wǎng)站http://docs.unity3d.com/Manual/ClassIDReference.html
  • ID項為隨記分配給每個實例的唯一標識
  • 資源文件使用m_作為前綴
  • 其中m_GameObject (file 0 path 1163297905)表現(xiàn)transform對gameobject的從屬關系
External ReferencesID: 1 (ClassID: 29) SceneSettingsm_ObjectHideFlags 0 (unsigned int)m_PVSData (vector)size 0 (int)m_PVSObjectsArray (vector)size 0 (int)m_PVSPortalsArray (vector)size 0 (int)m_OcclusionBakeSettings (OcclusionBakeSettings)smallestOccluder 5 (float)smallestHole 0.25 (float)backfaceThreshold 100 (float)ID: 2 (ClassID: 104) RenderSettingsm_Fog 0 (bool)m_FogColor (0.5 0.5 0.5 1) (ColorRGBA)m_FogMode 3 (int)m_FogDensity 0.01 (float)m_LinearFogStart 0 (float)m_LinearFogEnd 300 (float)m_AmbientLight (0.2 0.2 0.2 1) (ColorRGBA)m_SkyboxMaterial (file 0 path 0) (PPtr<Material>)m_HaloStrength 0.5 (float)m_FlareStrength 1 (float)m_FlareFadeSpeed 3 (float)m_HaloTexture (file 0 path 0) (PPtr<Texture2D>)m_SpotCookie (file 0 path 0) (PPtr<Texture2D>)m_ObjectHideFlags 0 (unsigned int)ID: 3 (ClassID: 127) LevelGameManagerm_ObjectHideFlags 0 (unsigned int)ID: 4 (ClassID: 157) LightmapSettingsm_ObjectHideFlags 0 (unsigned int)m_LightProbes (file 0 path 0) (PPtr<LightProbes>)m_Lightmaps (vector)size 0 (int)m_LightmapsMode 1 (int)m_BakedColorSpace 0 (int)m_UseDualLightmapsInForward 0 (bool)m_LightmapEditorSettings (LightmapEditorSettings)m_Resolution 50 (float)m_LastUsedResolution 0 (float)m_TextureWidth 1024 (int)m_TextureHeight 1024 (int)m_BounceBoost 1 (float)m_BounceIntensity 1 (float)m_SkyLightColor (0.86 0.93 1 1) (ColorRGBA)m_SkyLightIntensity 0 (float)m_Quality 0 (int)m_Bounces 1 (int)m_FinalGatherRays 1000 (int)m_FinalGatherContrastThreshold 0.05 (float)m_FinalGatherGradientThreshold 0 (float)m_FinalGatherInterpolationPoints 15 (int)m_AOAmount 0 (float)m_AOMaxDistance 0.1 (float)m_AOContrast 1 (float)m_LODSurfaceMappingDistance 1 (float)m_Padding 0 (int)m_TextureCompression 0 (bool)m_LockAtlas 0 (bool)ID: 5 (ClassID: 196) NavMeshSettingsm_ObjectHideFlags 0 (unsigned int)m_BuildSettings (NavMeshBuildSettings)agentRadius 0.5 (float)agentHeight 2 (float)agentSlope 45 (float)agentClimb 0.4 (float)ledgeDropHeight 0 (float)maxJumpAcrossDistance 0 (float)accuratePlacement 0 (bool)minRegionArea 2 (float)widthInaccuracy 16.6667 (float)heightInaccuracy 10 (float)m_NavMesh (file 0 path 0) (PPtr<NavMesh>)ID: 1163297905 (ClassID: 1) GameObjectm_ObjectHideFlags 0 (unsigned int)m_PrefabParentObject (file 0 path 0) (PPtr<EditorExtension>)m_PrefabInternal (file 0 path 0) (PPtr<Prefab>)m_Component (vector)size 1 (int)data (pair)first 4 (int)second (file 0 path 1163297906) (PPtr<Component>)m_Layer 0 (unsigned int)m_Name "Sakyaer" (string)m_TagString "Untagged" (string)m_Icon (file 0 path 0) (PPtr<Texture2D>)m_NavMeshLayer 0 (unsigned int)m_StaticEditorFlags 0 (unsigned int)m_IsActive 1 (bool)ID: 1163297906 (ClassID: 4) Transformm_ObjectHideFlags 0 (unsigned int)m_PrefabParentObject (file 0 path 0) (PPtr<EditorExtension>)m_PrefabInternal (file 0 path 0) (PPtr<Prefab>)m_GameObject (file 0 path 1163297905) (PPtr<GameObject>)m_LocalRotation (Quaternionf)x 0 (float)y 0 (float)z 0 (float)w 1 (float)m_LocalPosition (0 0 0) (Vector3f)m_LocalScale (1 1 1) (Vector3f)m_Children (vector)size 0 (int)m_Father (file 0 path 0) (PPtr<Transform>)m_RootOrder 0 (int)

4.Unity3D中對于每一個資源文件都會生成對應.meta文件,該文件可以用記事本直接打開;guid(全局唯一標識符,Globally Unique Identifier)是系統(tǒng)隨機生成的對資源的標識符,guid在游戲運行時會被用來生成一個hashid;而根據(jù)guid的前兩位0a可以在工程Library目錄下metadate(元數(shù)據(jù))0a目錄下找到,對應的二進制文件,該文件可以使用binary2text.exe打開,得到的txt文件,記錄了.meta文件對應資源的所有詳細信息。

guid: 0a4a878577c88654795d8c6aee74368d

參考文獻:http://docs.unity3d.com/Manual/TextualSceneFormat.html

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