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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。但同一时候它也有一种基于文本的表现格式。
可在Edit>Project Setting>Editor 中设置:
1.使用binary2text.exe(win下文件夹:Editor\Data\Tools)可将.unity文件转换成.txt文件,仅仅需将.unity文件拖拽到binary2text.exe上就可以生成.txt。
2.Bin2Text.unity为測试场景场景中仅仅有一个名为“sakyaer”的空物体;
3.相应这样一个场景。它的文本格式使用YAML格式存储,信息表例如以下:
- 当中ClassID是Unity3D中类的序列编号。如:GameObject类ClassID=1,具体类的ID參照官方站点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
- 当中m_GameObject (file 0 path 1163297905)表现transform对gameobject的从属关系
External References
ID: 1 (ClassID: 29) SceneSettings
m_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) RenderSettings
m_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) LevelGameManager
m_ObjectHideFlags 0 (unsigned int)
ID: 4 (ClassID: 157) LightmapSettings
m_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) NavMeshSettings
m_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) GameObject
m_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) Transform
m_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中对于每个资源文件都会生成相应.meta文件,该文件能够用记事本直接打开;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在游戏执行时会被用来生成一个hashid。而依据guid的前两位0a能够在projectLibrary文件夹下metadate(元数据)0a文件夹下找到。相应的二进制文件,该文件能够使用binary2text.exe打开,得到的txt文件。记录了.meta文件相应资源的全部具体信息。
guid: 0a4a878577c88654795d8c6aee74368d
參考文献:http://docs.unity3d.com/Manual/TextualSceneFormat.html
Unity3D资源管理架构
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