从.fbx 到生成web版执行文件,完全不用unity集成开发环境

1. 工程建立到 "e:/danny/hhh",把文件夹Editor和.fbx文件及Test.cs拷贝到 "e:/danny/hhh/Assets"
2. C:\Program Files\Unity\Editor\Unity.exe -quit -batchmode -createProject "e:/danny/hhh"
   执行此命令后,.fbx会自动import。
3. Unity.exe -quit -batchmode -executeMethod MyEditorScript.MyMethod


public class MyEditorScript {
[@MenuItem("Asset/Build AssetBundles From Directory of Files")]
static void MyMethod () {
BuildPipeline.PushAssetDependencies();
BuildPipeline.BuildAssetBundle(
AssetDatabase.LoadMainAssetAtPath("Assets/xxx.FBX"),
null, "xxx.unity3d", BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
BuildPipeline.PopAssetDependencies();

Camera.main.gameObject.AddComponent("Test");
                EditorApplication.SaveScene("Assets/aaa.unity");
string[] scenes = {"Assets/aaa.unity"};
BuildPipeline.BuildPlayer(scenes, "WebPlayer.unity3d", BuildTarget.WebPlayerStreamed, BuildOptions.None);
}
}

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转载自blog.csdn.net/kong5461/article/details/23860709