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Unity3D资源管理架构

在Unity3D引擎中,场景资源文件(.unity)是以2进制格式存储的,但同时它也有一种基于文本的表现格式。可在Edit>Project Setting>Editor 中设置:

Unity3D资源管理架构

1.使用binary2text.exe(win下目录:Editor\Data\Tools)可将.unity文件转换成.txt文件,只需将.unity文件拖拽到binary2text.exe上即可生成.txt;

Unity3D资源管理架构

2.Bin2Text.unity为测试场景场景中只有一个名为“sakyaer”的空物体;

Unity3D资源管理架构

3.对应这样一个场景,它的文本格式使用YAML格式存储,信息表如下:

  • 其中ClassID是Unity3D中类的序列编号,如:GameObject类ClassID=1,具体类的ID参照官方网站http://docs.unity3d.com/Manual/ClassIDReference.html
  • ID项为随记分配给每个实例的唯一标识
  • 资源文件使用m_作为前缀
  • 其中m_GameObject (file 0 path 1163297905)表现transform对gameobject的从属关系
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中对于每一个资源文件都会生成对应.meta文件,该文件可以用记事本直接打开;guid(全局唯一标识符,Globally Unique Identifier)是系统随机生成的对资源的标识符,guid在游戏运行时会被用来生成一个hashid;而根据guid的前两位0a可以在工程Library目录下metadate(元数据)0a目录下找到,对应的二进制文件,该文件可以使用binary2text.exe打开,得到的txt文件,记录了.meta文件对应资源的所有详细信息。

guid: 0a4a878577c88654795d8c6aee74368d

参考文献:http://docs.unity3d.com/Manual/TextualSceneFormat.html

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