一個項目發佈多個平臺,在打包資源爲AssetBundle時,需要對應BulidTarget。
動態切換可以避免File->Build Settings -> Platform的繁瑣操作;
讀取Platform可以自動辨識當前打包應該對應的目標平臺,避免打包的目標平臺和實際項目使用的目標平臺不一致導致的加載報錯問題。
1.打包AssetBundle
UnityEditor->BuildPipeline
public static AssetBundleManifest BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
2.切換Platform
UnityEditor->EditorUserBuildSettings
public static bool SwitchActiveBuildTarget(BuildTarget target);
3.讀取Platform
UnityEditor->EditorUserBuildSettings
public static BuildTarget activeBuildTarget { get; }