一个项目发布多个平台,在打包资源为AssetBundle时,需要对应BulidTarget。
动态切换可以避免File->Build Settings -> Platform的繁琐操作;
读取Platform可以自动辨识当前打包应该对应的目标平台,避免打包的目标平台和实际项目使用的目标平台不一致导致的加载报错问题。
1.打包AssetBundle
UnityEditor->BuildPipeline
public static AssetBundleManifest BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
2.切换Platform
UnityEditor->EditorUserBuildSettings
public static bool SwitchActiveBuildTarget(BuildTarget target);
3.读取Platform
UnityEditor->EditorUserBuildSettings
public static BuildTarget activeBuildTarget { get; }