我将 Material 路径存储在 Unity 的 .plist 中,并在运行时在我的对象中渲染它们。代码如下所示:
public static Dictionary<string, object> uiElements = (Dictionary<string, object>)Plist.readPlist("Assets/EditUI.plist");
foreach (string key in User.purchasedItems.Keys)
{
GameObject tmpObj = (GameObject)Instantiate(Resources.Load(key) ,position ,Quaternion.identity);
tmpObj.transform.localScale = Vector3.one;
tmpObj.SetActive(true);
}
它在 Unity 编辑器中运行良好,但是当我构建 iOS(Xcode 项目)时,没有加载任何内容。一切都是空的。我不知道问题是出在 plist 路径上还是在运行时加载。与自定义plist相关的东西也发布在这里没有解决方案:
http://answers.unity3d.com/questions/468667/custom-plist-file-not-added-to-ios-project.html
最佳答案
您需要使用 Unity's iOS Scripting API将文件添加到 Xcode 项目。创建一个执行如下操作的 PostProcessBuild
脚本:
[PostProcessBuild]
public static void OnPostProcessBuild(BuildTarget buildTarget, string path)
{
// Go get pbxproj file
string projPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
// PBXProject class represents a project build settings file,
// here is how to read that in.
PBXProject proj = new PBXProject ();
proj.ReadFromFile (projPath);
// This is the Xcode target in the generated project
string target = proj.TargetGuidByName ("Unity-iPhone");
// Copy plist from the project folder to the build folder
FileUtil.CopyFileOrDirectory ("Assets/EditUI.plist", path + "/EditUI.plist");
proj.AddFileToBuild (target, proj.AddFile("EditUI.plist", "EditUI.plist"));
// Write PBXProject object back to the file
proj.WriteToFile (projPath);
}
关于c# - 自定义 .plist 文件未添加到 ios 项目,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33408638/