在Unity3D引擎中,場景資源檔案(.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格式。可在Edit>Project Setting>Editor 中設定:

1.使用binary2text.exe(win下目錄:Editor\Data\Tools)可将.unity檔案轉換成.txt檔案,隻需将.unity檔案拖拽到binary2text.exe上即可生成.txt;
2.Bin2Text.unity為測試場景場景中隻有一個名為“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,資訊表如下:
- 其中ClassID是Unity3D中類的序列編号,如:GameObject類ClassID=1,具體類的ID參照官方網站http://docs.unity3d.com/Manual/ClassIDReference.html
- ID項為随記配置設定給每個執行個體的唯一辨別
- 資源檔案使用m_作為字首
- 其中m_GameObject (file 0 path 1163297905)表現transform對gameobject的從屬關系
External References
ID: (ClassID: ) SceneSettings
m_ObjectHideFlags (unsigned int)
m_PVSData (vector)
size (int)
m_PVSObjectsArray (vector)
size (int)
m_PVSPortalsArray (vector)
size (int)
m_OcclusionBakeSettings (OcclusionBakeSettings)
smallestOccluder (float)
smallestHole (float)
backfaceThreshold (float)
ID: (ClassID: ) RenderSettings
m_Fog (bool)
m_FogColor ( ) (ColorRGBA)
m_FogMode (int)
m_FogDensity (float)
m_LinearFogStart (float)
m_LinearFogEnd (float)
m_AmbientLight ( ) (ColorRGBA)
m_SkyboxMaterial (file path ) (PPtr<Material>)
m_HaloStrength (float)
m_FlareStrength (float)
m_FlareFadeSpeed (float)
m_HaloTexture (file path ) (PPtr<Texture2D>)
m_SpotCookie (file path ) (PPtr<Texture2D>)
m_ObjectHideFlags (unsigned int)
ID: (ClassID: ) LevelGameManager
m_ObjectHideFlags (unsigned int)
ID: (ClassID: ) LightmapSettings
m_ObjectHideFlags (unsigned int)
m_LightProbes (file path ) (PPtr<LightProbes>)
m_Lightmaps (vector)
size (int)
m_LightmapsMode (int)
m_BakedColorSpace (int)
m_UseDualLightmapsInForward (bool)
m_LightmapEditorSettings (LightmapEditorSettings)
m_Resolution (float)
m_LastUsedResolution (float)
m_TextureWidth (int)
m_TextureHeight (int)
m_BounceBoost (float)
m_BounceIntensity (float)
m_SkyLightColor ( ) (ColorRGBA)
m_SkyLightIntensity (float)
m_Quality (int)
m_Bounces (int)
m_FinalGatherRays (int)
m_FinalGatherContrastThreshold (float)
m_FinalGatherGradientThreshold (float)
m_FinalGatherInterpolationPoints (int)
m_AOAmount (float)
m_AOMaxDistance (float)
m_AOContrast (float)
m_LODSurfaceMappingDistance (float)
m_Padding (int)
m_TextureCompression (bool)
m_LockAtlas (bool)
ID: (ClassID: ) NavMeshSettings
m_ObjectHideFlags (unsigned int)
m_BuildSettings (NavMeshBuildSettings)
agentRadius (float)
agentHeight (float)
agentSlope (float)
agentClimb (float)
ledgeDropHeight (float)
maxJumpAcrossDistance (float)
accuratePlacement (bool)
minRegionArea (float)
widthInaccuracy (float)
heightInaccuracy (float)
m_NavMesh (file path ) (PPtr<NavMesh>)
ID: (ClassID: ) GameObject
m_ObjectHideFlags (unsigned int)
m_PrefabParentObject (file path ) (PPtr<EditorExtension>)
m_PrefabInternal (file path ) (PPtr<Prefab>)
m_Component (vector)
size (int)
data (pair)
first (int)
second (file path ) (PPtr<Component>)
m_Layer (unsigned int)
m_Name "Sakyaer" (string)
m_TagString "Untagged" (string)
m_Icon (file path ) (PPtr<Texture2D>)
m_NavMeshLayer (unsigned int)
m_StaticEditorFlags (unsigned int)
m_IsActive (bool)
ID: (ClassID: ) Transform
m_ObjectHideFlags (unsigned int)
m_PrefabParentObject (file path ) (PPtr<EditorExtension>)
m_PrefabInternal (file path ) (PPtr<Prefab>)
m_GameObject (file path ) (PPtr<GameObject>)
m_LocalRotation (Quaternionf)
x (float)
y (float)
z (float)
w (float)
m_LocalPosition ( ) (Vector3f)
m_LocalScale ( ) (Vector3f)
m_Children (vector)
size (int)
m_Father (file path ) (PPtr<Transform>)
m_RootOrder (int)
4.Unity3D中對于每一個資源檔案都會生成對應.meta檔案,該檔案可以用記事本直接打開;guid(全局唯一辨別符,Globally Unique Identifier)是系統随機生成的對資源的辨別符,guid在遊戲運作時會被用來生成一個hashid;而根據guid的前兩位0a可以在工程Library目錄下metadate(中繼資料)0a目錄下找到,對應的二進制檔案,該檔案可以使用binary2text.exe打開,得到的txt檔案,記錄了.meta檔案對應資源的所有詳細資訊。
guid: 0a4a878577c88654795d8c6aee74368d
參考文獻:http://docs.unity3d.com/Manual/TextualSceneFormat.html