unity editor folder что это

Специальные папки.

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Специальные папки.

Standard Assets

Скрипты в этой папке всегда компилируются первыми. Из скриптов в этой папке создаются сборки с именами или Assembly-CSharp-firstpass, или Assembly-UnityScript-firstpass или Assembly-Boo-firstpass, в зависимости от языка на котором они написаны. Смотри [http:// http://docs.unity3d.com/Documentation/Manual/ScriptCompileOrderFolders.html ScriptCompileOrderFolders]

Pro Standard Assets

То же самое, что Standard Assets, только файлы тут относятся к Pro версии. Это означает, что ассеты размещенные тут используют Pro фичи, такие как рендер в текстуру и полноэкранные эффекты.

Снова, скрипты размещенные тут компилируется ранее других, позволяя осуществить доступ из скрипта на другом языке, размещенного вне папки Pro Standard Assets.

Editor

Скрипты находящиеся в этой директории не будут включены в скомпилированный проект вашей игры. Все скрипты в этой директории предназначены только для редактора Unity.

У вас может быть несколько директорий с наименованием Editor и они могут находится на любой глубине вложенности иерархии директорий.

The Editor folder name is a special name which allows your scripts access to the Unity Editor Scripting API. If your script uses any classes or functionality from the UnityEditor namespace, it has to be placed in a folder called Editor.

Scripts inside an Editor folder will not be included in your game’s build. They are only used in the Unity Editor.

You can have multiple Editor folders throughout your project.

Plugins

Директория «Plugins» предназначена для размещения скомпилированных плагинов. Все плагины находящиеся в данной категории будут доступны для доступа в ваших скриптах, а так-же будут помещены в сборку игры. Обратите внимание, что директория «Plugins» имеет ограничения по размещению относительно корня проекта. Она должна находится в самом верхнем уровне иерархии каталогов проекта.

Обратите внимание, что все плагины находящиеся в этой директории обрабатываются при выполнении в первую очередь, поэтому будут доступны во всех скриптах, находящихся в других директориях.

The «Plugins» folder is where you must put any native plugins, which you want to be accessible by your scripts. They will also be automatically included in your build. Take note that this folder may not be in any subfolder (it has to reside within the top-level Assets folder).

Like the Standard Assets folder, any scripts in here are compiled earlier, allowing them to be accessed by other scripts (of any language) that are outside the Plugins folder.

Plugins/x86

If you are building for 32-bit or a universal (both 32 and 64 bit) platform, and if this subfolder exists, any native plugin files in this folder will automatically be included in your build. If this folder does not exist, Unity will look for native plugins inside the parent Plugins folder instead.

Plugins/x86_64

If you are building for 64-bit or a universal (both 32 and 64 bit) platform, and if this subfolder exists, any native plugin files in this folder will automatically be included in your build. If this folder does not exist, Unity will look for native plugins inside the parent Plugins folder instead.

If you are making a universal build, it’s recommended you make both the x86 and x86_64 subfolders. Then have the 32-bit and 64-bit versions of your native plugins in the proper subfolder correspondingly.

Plugins/Android

Plugins/iOS

If you need more control how to automatically add files to the Xcode project, you should make use of the PostprocessBuildPlayer feature. Doing so does not require you to place such files in the Plugins/iOS folder. See http://docs.unity3d.com/Documentation/Manual/BuildPlayerPipeline.html

Resources

По этой причине рекомендуется соблюдать осторожность при его использовании. Все ресурсы, которые вы помещаете в папку «Ресурсы», всегда включаются в вашу сборку (даже неиспользуемые), потому что Unity не может определить, какие из ресурсов используются или нет.

Одно из отличий заключается в том, что при доступе к активам в качестве переменных сценариев MonoBehaviour эти ресурсы загружаются в память после создания экземпляра сценария MonoBehaviour (т. Е. Его игровой объект или префаб теперь находятся на сцене). Если вам нужен больший контроль над тем, когда загружать его в память (возможно, для устройств с низкой спецификацией), рассмотрите возможность помещения их в папку ресурсов и загрузки через Resources.Load.

В вашем проекте может быть несколько папок ресурсов, поэтому не рекомендуется размещать ресурс в одной папке ресурсов, а другой ресурс с тем же именем в другой папке ресурсов.

Как только ваша игра построена, все ресурсы во всех папках ресурсов упаковываются в архив игры для ресурсов. Это означает, что папка «Ресурсы» технически больше не существует в вашей окончательной сборке, даже если ваш код по-прежнему будет обращаться к ним по тем путям, которые существовали в то время, когда он находился в вашем проекте.

Gizmos

Папка gizmos содержит все ресурсы текстур / значков для использования с Gizmos.DrawIcon (). Ресурсы текстур, размещенные внутри этой папки, могут называться по имени и выводиться на экран в виде гизмо в редакторе.

WebPlayerTemplates

Used to replace the default web page used for web builds. Any scripts placed here will not be compiled at all. This folder has to be in your top-level Assets folder (it should not be in any subfolder in your Assets directory).

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Unity editor folder что это

Специальные Папки Проекта

You can usually choose any name you like for the folders you create to organise your Unity project. However, there are a number of folder names that Unity interprets as an instruction that the folder’s contents should be treated in a special way. For example, you must place Editor scripts in a folder called Editor for them to work correctly.

This page contains the full list of special folder names used by Unity.

Assets

Editor

Scripts placed in a folder called Editor are treated as Editor scripts rather than runtime scripts. These scripts add functionality to the Editor during development, and are not available in builds at runtime.

You can have multiple Editor folders placed anywhere inside the Assets folder. Place your Editor scripts inside an Editor folder or a subfolder within it.

The exact location of an Editor folder affects the time at which its scripts will be compiled relative to other scripts (see documentation on Special Folders and Script Compilation Order for a full description of this). Use the EditorGUIUtility.Load function in Editor scripts to load Assets from a Resources folder within an Editor folder. These Assets can only be loaded via Editor scripts, and are stripped from builds.

Note: Unity does not allow components derived from MonoBehaviour to be assigned to GameObjects if the scripts are in the Editor folder.

Editor Default Resources

Editor scripts can make use of Asset files loaded on-demand using the EditorGUIUtility.Load function. This function looks for the Asset files in a folder called Editor Default Resources.

You can only have one Editor Default Resources folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Asset files in this Editor Default Resources folder or a subfolder within it. Always include the subfolder path in the path passed to the EditorGUIUtility.Load function if your Asset files are in subfolders.

Gizmos

Gizmos allow you to add graphics to the Scene View to help visualise design details that are otherwise invisible. The Gizmos.DrawIcon function places an icon in the Scene to act as a marker for a special object or position. You must place the image file used to draw this icon in a folder called Gizmos in order for it to be located by the DrawIcon function.

You can only have one Gizmos folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Asset files in this Gizmos folder or a subfolder within it. Always include the subfolder path in the path passed to the Gizmos.DrawIcon function if your Asset files are in subfolders.

Resources

You can load Assets on-demand from a script instead of creating instances of Assets in a Scene for use in gameplay. You do this by placing the Assets in a folder called Resources. Load these Assets by using the Resources.Load function.

You can have multiple Resources folders placed anywhere inside the Assets folder. Place the needed Asset files in a Resources folder or a subfolder within it. Always include the subfolder path in the path passed to the Resources.Load function if your Asset files are in subfolders.

Note that if the Resources folder is an Editor subfolder, the Assets in it are loadable from Editor scripts but are stripped from builds.

StreamingAssets

Когда вы импортируете какой-либо стандартный пакет с ассетами (menu: Assets > Import Package) ассеты пакета размещаются в папке Standard Assets или Pro Standard Assets в случае если пакет доступен только для Про лицензии. Помимо того что папки содержат ассеты, они также влияют на порядок компиляции скриптов. Подробности смотри на странице Специальные Папки и Порядок Компиляции Скриптов.

You can only have one Standard Assets folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Assets files in this Standard Assets folder or a subfolder within it.

StreamingAssets

You may want the Asset to be available as a separate file in its original format although it is more common to directly incorporate Assets into a build. For example, you need to access a video file from the filesystem rather than use it as a MovieTexture to play that video on iOS. Place a file in a folder called StreamingAssets, so it is copied unchanged to the target machine, where it is then available from a specific folder. See the page about Streaming Assets for further details.

You can only have one StreamingAssets folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Assets files in this StreamingAssets folder or a subfolder within it. Always include the subfolder path in the path used to reference the streaming asset if your Asset files are in subfolders.

Assets

During the import process, Unity completely ignores the following files and folders in the Assets folder (or a sub-folder within it):

This is used to prevent importing special and temporary files created by the operating system or other applications.

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Special folder names

You can usually choose any name you like for the folders you create to organise your Unity project. However, there are a number of folder names that Unity interprets as an instruction that the folder’s contents should be treated in a special way. For example, you must place Editor scripts in a folder called Editor for them to work correctly.

This page contains the full list of special folder names used by Unity.

Assets

The Assets folder is the main folder that contains the Assets used by a Unity project. The contents of the Project window in the Editor correspond directly to the contents of the Assets folder. Most API functions assume that everything is located in the Assets folder, and so don’t require it to be mentioned explicitly. However, some functions do need to have the Assets folder included as part of a pathname (for example, certain functions in the AssetDatabase class).

Editor

Scripts placed in a folder called Editor are treated as Editor scripts rather than runtime scripts. These scripts add functionality to the Editor during development, and are not available in builds at runtime.

You can have multiple Editor folders placed anywhere inside the Assets folder. Place your Editor scripts inside an Editor folder or a subfolder within it.

The exact location of an Editor folder affects the time at which its scripts will be compiled relative to other scripts (see documentation on Special Folders and Script Compilation Order for a full description of this). Use the EditorGUIUtility.Load function in Editor scripts to load Assets from a Resources folder within an Editor folder. These Assets can only be loaded via Editor scripts, and are stripped from builds.

Note: Unity does not allow components derived from MonoBehaviour to be assigned to GameObjects if the scripts are in the Editor folder.

Editor Default Resources

Editor scripts can make use of Asset files loaded on-demand using the EditorGUIUtility.Load function. This function looks for the Asset files in a folder called Editor Default Resources.

You can only have one Editor Default Resources folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Asset files in this Editor Default Resources folder or a subfolder within it. Always include the subfolder path in the path passed to the EditorGUIUtility.Load function if your Asset files are in subfolders.

Gizmos

Gizmos allow you to add graphics to the Scene View to help visualise design details that are otherwise invisible. The Gizmos.DrawIcon function places an icon in the Scene to act as a marker for a special object or position. You must place the image file used to draw this icon in a folder called Gizmos in order for it to be located by the DrawIcon function.

You can only have one Gizmos folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Asset files in this Gizmos folder or a subfolder within it. Always include the subfolder path in the path passed to the Gizmos.DrawIcon function if your Asset files are in subfolders.

Plug-ins

You can add plug-ins to your Project to extend Unity’s features. Plug-ins are native DLLs that are typically written in C/C++. They can access third-party code libraries, system calls and other Unity built-in functionality. Always place plug-ins in a folder called Plugins for them to be detected by Unity.

You can only have one Plugins folder and it must be placed in the root of the Project; directly within the Assets folder.

See Special folders and script compilation order for more information on how this folder affects script compilation, and Plugin Inspector for more information on managing plug-ins for different target platforms.

Resources

You can load Assets on-demand from a script instead of creating instances of Assets in a Scene for use in gameplay. You do this by placing the Assets in a folder called Resources. Load these Assets by using the Resources.Load function.

You can have multiple Resources folders placed anywhere inside the Assets folder. Place the needed Asset files in a Resources folder or a subfolder within it. Always include the subfolder path in the path passed to the Resources.Load function if your Asset files are in subfolders.

Note that if the Resources folder is an Editor subfolder, the Assets in it are loadable from Editor scripts but are stripped from builds.

Standard Assets

When you import a Standard Asset package (menu: Assets > Import Package) the Assets are placed in a folder called Standard Assets. As well as containing the Assets, these folders also have an effect on script compilation order; see the page on Special Folders and Script Compilation Order for further details.

You can only have one Standard Assets folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Assets files in this Standard Assets folder or a subfolder within it.

StreamingAssets

You may want the Asset to be available as a separate file in its original format although it is more common to directly incorporate Assets into a build. For example, you need to access a video file from the filesystem rather than use it as a MovieTexture to play that video on iOS. Place a file in a folder called StreamingAssets, so it is copied unchanged to the target machine, where it is then available from a specific folder. See the page about Streaming Assets for further details.

You can only have one StreamingAssets folder and it must be placed in the root of the Project; directly within the Assets folder. Place the needed Assets files in this StreamingAssets folder or a subfolder within it. Always include the subfolder path in the path used to reference the streaming asset if your Asset files are in subfolders.

Hidden Assets

During the import process, Unity completely ignores the following files and folders in the Assets folder (or a sub-folder within it):

This is used to prevent importing special and temporary files created by the operating system or other applications.

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Special folder names

You can usually choose any name you like for the folders you create to organise your Unity project. However, there are folder names that Unity reserves for special purposes. For example, you must place Editor scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary in a folder called Editor for them to work correctly.

This page contains the full list of special folder names used by Unity.

Assets

The Assets Any media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary folder is the main folder that contains the Assets used by a Unity project. The contents of the Project window A window that shows the contents of your Assets folder (Project tab) More info
See in Glossary in the Editor correspond directly to the contents of the Assets folder. Most API functions assume that everything is located in the Assets folder, and so don’t require it to be mentioned explicitly. However, some functions do need to have the Assets folder included as part of a pathname (for example, certain functions in the AssetDatabase class).

Editor

Editor scripts add functionality to Unity during development, but aren’t available in builds at runtime. Scripts in a Editor folder run as Editor scripts, not runtime scripts.

You can have multiple Editor folders placed anywhere inside the Assets folder. Place your Editor scripts inside an Editor folder or a subfolder within it.

The exact location of an Editor folder affects the time at which its scripts are compiled relative to other scripts. See documentation on Special Folders and Script Compilation Order for a full description.

Use the EditorGUIUtility.Load function in Editor scripts to load Assets from a Resources folder within an Editor folder. These Assets are only loaded through Editor scripts, and are stripped from builds.

Note: Unity doesn’t allow components derived from MonoBehaviour to be assigned to GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary if the scripts are in the Editor folder.

Editor Default Resources

Editor scripts can make use of Asset files loaded on-demand using the EditorGUIUtility.Load function. This function looks for the Asset files in a folder called Editor Default Resources.

You can only have one Editor Default Resources folder and you must place it in Project root, directly within the Assets folder. Place the needed Asset files in this Editor Default Resources folder, or a subfolder within it. Always include the subfolder path in the path passed to the EditorGUIUtility.Load function if your Asset files are in subfolders.

Gizmos

Gizmos allow you to add graphics to the Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary View to help visualize design details that are otherwise invisible. The Gizmos.DrawIcon function places an icon in the Scene to act as a marker for a special object or position. You must place the image file used to draw this icon in a folder called Gizmos A graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info
See in Glossary for the DrawIcon function to locate it.

You can only have one Gizmos folder and it must be placed in the root of the Project, directly within the Assets folder. Place the needed Asset files in this Gizmos folder or a subfolder within it. Always include the subfolder path in the path passed to the Gizmos.DrawIcon function if your Asset files are in subfolders.

Resources

You can load Assets on-demand from a script instead of creating instances of Assets in a Scene for use in gameplay. You do this by placing the Assets in a folder called Resources. Load these Assets by using the Resources.Load function.

You can have multiple Resources folders placed anywhere inside the Assets folder. Place the needed Asset files in a Resources folder or a subfolder within it. Always include the subfolder path in the path passed to the Resources.Load function if your Asset files are in subfolders.

Note: If the Resources folder is an Editor subfolder, the Assets in it are loadable from Editor scripts, but are removed from builds.

Standard Assets

When you import a Standard Asset package (menu: Assets > Import Package) the Assets are placed in a folder called Standard Assets. As well as containing the Assets, these folders also have an effect on script compilation order; see the page on Special Folders and Script Compilation Order for further details.

You can only have one Standard Assets folder and it must be placed in the root of the Project, directly within the Assets folder. Place the needed Assets files in this Standard Assets folder or a subfolder within it.

StreamingAssets

You may want the Asset to be available as a separate file in its original format (although it’s more common to directly incorporate Assets into a build). For example, you need to access a video file from the filesystem to play the video on IOS Apple’s mobile operating system. More info
See in Glossary using Handheld.PlayFullScreenMovie.

To include streaming Assets, do the following:

See the page about Streaming Assets for further details.

You can only have one StreamingAssets folder and it must be placed in the root of the Project, directly within the Assets folder. Place the Assets files in the StreamingAssets folder or subfolder. Always include the subfolder path in the path used to reference the streaming asset if your Asset files are in subfolders.

Hidden Assets

During the import process, Unity ignores the following files and folders in the Assets folder (or a sub-folder within it):

This prevents importing special and temporary files created by the operating system or other applications.

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Special folders and script compilation order

Unity reserves some project folder names to indicate that the contents have a special purpose. Some of these folders have an effect on the order of script compilation. These folder names are:

See Special folder names for more information about these folders.

Predefined assemblies

Unity compiles scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary in four separate phases, based on where the script file is located within the project folder structure. Unity creates a separate CSharp project file (.csproj) and a predefined assembly for each phase. (If there are no scripts eligible for a compilation phase, Unity does not create the corresponding project file or assembly.)

Compilation order is significant when a script references a class compiled in a different phase (and therefore located in a different assembly). The basic rule is that anything that is compiled in a phase after the current one cannot be referenced. Anything that is compiled in the current phase or an earlier phase is fully available.

The phases of compilation are as follows:

PhaseAssembly nameScript files
1Assembly-CSharp-firstpassRuntime scripts in folders called Standard Assets, Pro Standard Assets and Plugins.
2Assembly-CSharp-Editor-firstpassEditor scripts in folders called Editor that are anywhere inside top-level folders called Standard Assets, Pro Standard Assets and Plugins.
3Assembly-CSharpAll other scripts that are not inside a folder called Editor.
4Assembly-CSharp-EditorAll remaining scripts (those that are inside a folder called Editor.

Note: Standard Assets work only in the Assets Any media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary root folder.

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