Unity资源导入工作流
资源导入工作流的三种方案:
- 手动编写工具
- 利用Preset
- AssetGraph工具
手动编写工具
- 优点:根据项目特点自定义安排导入工作流,并可以和后续资源制作与打包工作流结合;
- 缺点:存在开发和维护成本,会让编辑器菜单界面变得复杂,对新人理解工程不友好;
- AssetPostprocessor:https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity4.html
利用Preset
预设是可用于跨多个组件、资产或项目设置窗口保存和应用相同属性设置的资产(Presets are assets that you can use to save and apply identical property settings across multiple components, assets, or Project Settings windows)。
https://docs.unity3d.com/Manual/Presets.html
- 优点:使用简单方便,只需要Asset目录结构合理规范即可;
- 缺点:无法和后续工作流整合,只适合做资源导入设置;
AssetGraph工具
AssetGraph is a tool that aims to reduce the workload of all the effort needed to build workflows around asset importing, building Asset Bundles and building Player Apps. By using the tool, you can build workflows to create, modify, and change asset settings graphically, and even automate it. It will free designers and artists from repetitive tasks during game development.
https://github.com/Unity-Technologies/AssetGraph
- 优点:功能全,覆盖Unity资源工作流全流程,节点化编辑,直观;
- 缺点:有一定上手成本,一些自定义生成节点也需要开发,不是Unity标准包,Unity新功能支持较慢;