Resource processing method and device, electronic equipment and storage medium

By establishing a shared resource directory between Blender and Unity and monitoring changes, resources are automatically configured based on preset templates, solving the problem of inefficient resource configuration between software, achieving efficient and accurate resource sharing and configuration, and adapting to customized project needs.

CN120733358APending Publication Date: 2025-10-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510905113.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-01
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

In modern game development, configuring art assets between Blender and Unity is a cumbersome and error-prone process. Manually associating materials and textures requires matching hundreds of configuration combinations, which is inefficient and unable to adapt to customized project requirements.

Method used

Create a target resource directory with directory rules that match Blender and Unity, monitor directory changes, automatically configure new resources based on preset resource configuration templates, and generate target assets.

Benefits of technology

It achieves efficient integration and sharing of resources between different software, improves the versatility and reusability of resources, significantly enhances configuration efficiency and accuracy, reduces manual intervention errors, and supports customized project requirements.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a resource processing method and device, electronic equipment and a storage medium, and the method comprises the steps: building a target resource directory shared by first software and second software, and enabling a directory rule to be matched with the two software; and then monitoring a directory resource change state, when a target resource is newly added to the directory, performing configuration processing on the target resource according to a preset resource configuration template, and generating a target asset obtained by configuration processing in the directory. According to the method, the shared resource catalog adaptive to the two pieces of software is established, and the newly-added resources are monitored and processed, so that resource collaboration and rapid configuration between the software are efficiently realized.
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Description

Technical Field

[0001] The present application relates to the field of software technology, and in particular to a resource processing method, device, electronic device, and storage medium. Background Art

[0002] In modern game development, the design and implementation of art assets are crucial for a high-quality experience. Blender and Unity are core tools for art creation and engine integration, respectively. While FBX models exported from Blender are natively supported by Unity, importing them requires manual configuration of materials, textures, prefabs, and physical properties. Manually associating materials and textures requires matching hundreds of configuration combinations, a cumbersome and error-prone process that significantly impacts development efficiency and quality.

[0003] While Unity offers a semi-automatic solution, it relies on specific metadata and is difficult to adapt to customized project requirements. Different game projects have vastly different artistic styles and gameplay, and their resource allocation requirements are diverse. This solution, with its fixed rules, lacks flexibility and still requires extensive manual adjustments, limiting creativity and hindering project progress. Summary of the Invention

[0004] In view of this, the embodiments of the present application provide a resource processing method, device, electronic device and storage medium, which efficiently realize resource collaboration and rapid configuration between software by establishing a common resource directory adapted to the two software and monitoring and processing new resources.

[0005] The technical solution of the embodiment of the present application is implemented as follows: In a first aspect, an embodiment of the present application provides a resource processing method, the method comprising: Establishing a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The resource change status of the target resource directory is monitored. When a target resource is newly added to the target resource directory, the target resource is configured based on a preset resource configuration template, and a target asset obtained by the configuration processing is generated in the target resource directory.

[0006] In a second aspect, an embodiment of the present application further provides a resource processing device, the device comprising: An establishment module, configured to establish a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The configuration module is used to monitor the resource change status of the target resource directory. When a new target resource is added to the target resource directory, the target resource is configured based on a preset resource configuration template and a target asset obtained by the configuration processing is generated in the target resource directory.

[0007] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the resource processing method described in any one of the first aspects.

[0008] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the resource processing method described in any one of the first aspects is executed.

[0009] The embodiments of the present application have the following beneficial effects: By establishing a target resource directory shared by the first and second software, with the directory rules matching those of both software, effective resource integration and sharing between different software is achieved, breaking down resource barriers between software and improving resource versatility and reusability. Simultaneously, the system monitors resource changes in the target resource directory and automatically configures new target resources based on pre-set resource configuration templates, rapidly generating target assets. This significantly improves the efficiency and accuracy of resource processing, reduces the errors and time-consuming nature of manual intervention, and provides an efficient and reliable solution for resource collaboration between software. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0011] Figure 1 101 - 102 is a flowchart of steps S101-S102 provided in an embodiment of the present application; Figure 2 This is a hierarchical diagram of the target resource directory provided in the embodiment of the present application; Figure 3 Schematic diagram of the process of steps S301-S304 provided in the embodiment of the present application; Figure 4This is a schematic diagram of the process of generating prefabs from Blender to Unity provided in an embodiment of the present application; Figure 5 is a structural diagram of a resource processing device provided in an embodiment of the present application; Figure 6 It is a schematic diagram of the composition structure of the electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0012] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0013] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0014] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.

[0015] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0016] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0017] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application belongs. The terms used herein are for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0018] Before implementing the embodiments of the present application, the applicant discovered that the prior art had the following problems: In modern game development, the design and implementation of art assets are crucial for building high-quality gaming experiences. As technology advances, game developers are increasingly adopting more advanced tools and software for creating and managing art assets. Blender and Unity, respectively, play a central role in art asset creation and engine integration. While Blender's exported FBX models are natively supported by Unity, importing these assets still requires manual configuration of materials, textures, prefabs, and physical properties, a cumbersome and error-prone process. For example, manually associating materials and textures requires matching hundreds of configuration combinations, while Unity's semi-automatic solution relies on specific metadata and cannot adapt to customized project requirements.

[0019] In modern game development, Blender, an open-source 3D modeling tool, is widely used in conjunction with the Unity engine for the creation and integration of art assets. However, after importing art assets into the engine, they require a series of tedious configuration and association operations to ensure their correct use. These two methods are commonly used.

[0020] Full manual configuration (method 1): The current process for producing and configuring an art asset involves ten manual steps: 1. Use Blender to create art assets, and artists use modeling tools to create the required 3D models.

[0021] 2. Export the Blender model to FBX format and place it in the specified directory of the Unity project. The FBX format can effectively save the model's geometry and animation information.

[0022] 3. Configure the model's properties, such as collision bodies, LOD (level of detail) settings, and other physics properties to ensure the model interacts correctly in the game.

[0023] 4. Export the texture map assets to the specified directory of the Unity project. Texture maps are used to add details and realism to the model surface.

[0024] 5. Configure the properties of the texture map, such as texture type, filtering mode, and texture repeat method, to ensure it behaves as expected in the game.

[0025] 6. Create a material ball in the Unity project. The material ball is used to define the visual effects of the model surface.

[0026] 7. Configure the properties of the material ball, including color, glossiness, transparency, etc., to achieve the desired visual performance.

[0027] 8. Associate the texture map to the corresponding interface of the material ball to ensure that the model can correctly display the required texture effect.

[0028] 9. Apply the material ball to the corresponding model mesh to ensure that the model is presented with the correct appearance in the scene.

[0029] 10. Create Unity prefabs for official use. Prefabs are the most commonly used resource management method in Unity, allowing assets to be reused and easily managed in scenes.

[0030] Semi-automatic configuration (method 2): The Unity engine provides a semi-automatic configuration solution 1. Use Blender to create art assets, and artists use modeling tools to create the required 3D models.

[0031] 2. Export the Blender model to FBX format and place it in the specified directory of the Unity project. The FBX format can effectively save the model's geometry and animation information.

[0032] 3. Configure the model's properties, such as collision bodies, LOD (level of detail) settings, and other physics properties to ensure the model interacts correctly in the game.

[0033] 4. The Unity engine automatically extracts all texture maps and material information embedded in the imported assets into a specified directory within the Unity project. It then associates the textures with the corresponding interfaces of the shader and applies the shader to the corresponding model mesh.

[0034] 5. Configure the properties of the texture map, such as texture type, filtering mode, and texture repeat method, to ensure it behaves as expected in the game.

[0035] 6. Configure the properties of the material ball, including color, glossiness, transparency, etc., to achieve the desired visual performance.

[0036] 7. Create Unity prefabs for official use. Prefabs are the most commonly used resource management method in Unity, allowing assets to be reused and easily managed in scenes.

[0037] Disadvantages and shortcomings of method 1: Inefficient resource migration: This involves model export, material association, texture mapping, and prefab generation, with up to 10 steps involved.

[0038] High error rate: There are many configuration options and combinations, and hundreds of configuration combinations (such as material properties and texture types) need to be manually matched, which increases the configuration error rate; Efficiency bottleneck: A single resource takes an average of more than ten minutes to configure, and there is no effective solution to achieve fully automatic configuration of art resources, resulting in inefficient resource management for the development team.

[0039] Disadvantages and shortcomings of method 2: Poor compatibility: It strictly relies on the integrity of resource metadata and only supports model material and texture information that can be read by Unity. It has high requirements for software and model formats, is incompatible with project customization requirements, and has limited practical applications.

[0040] Insufficient scalability: Unable to adapt to project customization requirements, such as special shader configuration or non-standard texture map configuration.

[0041] See also Figure 1 , Figure 1 This is a flow chart of steps S101-S102 of the resource processing method provided in the embodiment of the present application, which will be combined with Figure 1 Steps S101-S102 are shown for explanation.

[0042] In step S101, a target resource directory is established; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively.

[0043] The resource processing method provided in the embodiments of this application is a technical solution for achieving efficient resource sharing and management between two different software programs (a first software program, such as Blender, and a second software program, such as Unity). By constructing a shared resource directory, monitoring directory changes, and processing newly added resources based on a preset template, the method ultimately generates target assets that can be used in both software programs. This method effectively resolves issues such as duplicate resource storage and inconsistent configurations between different software programs, improves resource utilization efficiency, and simplifies the resource management process.

[0044] Specifically, the target resource directory is a resource storage location specifically created for the first and second software programs, enabling shared access to resources. The target resource directory's directory rules (such as directory structure, naming conventions, and file storage formats) match the requirements of the first and second software programs, respectively. Both software programs can successfully access and use the resources within the directory, adhering to their respective resource directory specifications.

[0045] For example, the Blender project directory is: / Artist└─ / Scene└─ / Hangzhou├─ / Models / / Stores model files (.blend) └─ / Textures / / Stores texture maps (.tga) The Unity project directory is: / Assets└─ / Scene└─ / Hangzhou├─ / Models / / Stored model files (.blend) ├─ / Materials / / Automatically generated material assets (.mat) ├─ / Textures / / Imported texture maps (.tga) └─ / Prefabs / / Automatically generated prefabs (.prefab) It can be seen that the consistency of relative paths can ensure the resource association between Blender and Unity. Therefore, this application provides a target resource directory that can be shared by Blender and Unity. The hierarchical diagram of the target resource directory is as follows Figure 2 shown.

[0046] In step S102, the resource change status of the target resource directory is monitored. When a target resource is newly added to the target resource directory, the target resource is configured based on a preset resource configuration template, and a target asset obtained by the configuration is generated in the target resource directory.

[0047] Here, the embodiments of the present application monitor changes in the target resource directory and continuously monitor the resource dynamics in the directory through methods such as file system monitoring tools and event listeners to ensure that any resource changes in the directory can be discovered in a timely manner. When a new target resource appears in the target resource directory, the monitoring mechanism will quickly capture this change and trigger the subsequent resource processing process. The new target resource can be added manually by the user or automatically generated by the system or program (such as Blender).

[0048] The resource configuration template contains various configuration rules and parameters for the target resources. These rules and parameters are formulated based on the common requirements of the first and second software and the characteristics of the resources. When a new target resource is detected, the system will automatically configure the resource according to the preset resource configuration template. The configured resources will generate new target assets. These target assets are standardized resources. The generated target assets will be stored in the target resource directory and together with the original target resources and other resources, form a complete resource collection. In this way, both the first and second software can access and use these target assets directly from the target resource directory without the need for additional configuration or conversion operations, thereby improving resource utilization efficiency and compatibility between software.

[0049] The above approach enables effective association and sharing of resources between different software, providing an efficient and convenient solution for resource management in software development and applications.

[0050] In some embodiments, the target resource is named based on a specific naming format, and the specific naming format is determined based on a prefix, a region, a form, and an extension; The prefix represents the resource type of the target resource, the area represents the application area of ​​the target resource, the form represents the resource form of the target resource, and the extension is the file extension corresponding to the target resource.

[0051] In some embodiments, the specific naming format further includes: a serial number and / or a suffix, wherein the serial number represents the resource number of the target resource, and the suffix represents the resource type of the target resource.

[0052] In some embodiments, the target resources include model resources, material resources, and texture resources; The prefix of the material resource is the same as the prefix of the model resource in the default state. When the model resource includes multiple material resources, the multiple material resources are represented by different prefixes and / or different serial numbers in the material resources; the name format of the model resource matches the name format of the material resource; the name format of the texture resource matches the name format of the material resource; The resource configuration template includes a model template, a material template and a texture template; The model template is used to define physical properties, the material template is used to match the material type according to the prefix, and the texture template is used to define the compression format, texture type and texture size of the texture resource according to the suffix.

[0053] In combination with the above embodiments, in order to establish the naming structure and keyword standards of art resources, the embodiments of the present application provide a unified naming rule, thereby realizing the standardization of resource naming, and realizing machine readability of resource types and attributes based on the naming rule of [prefix]_[region]_[morphology]_[extension]. Specifically, for the model file: Structure: [type prefix]_[region]_[morphology].[extension]; Example: prop_hangzhou_box.blend; Rule description: Establish a naming structure for resources, similar to an ID number, to ensure the uniqueness of resource names. Different intervals represent different meanings.

[0054] See Table 1 for the definition of type prefixes.

[0055] Table 1

[0056] For the material file: Structure: [Material Prefix]_[Area]_[Shape]_[Serial Number].mat; Example: prop_hangzhou_box_01.mat; Rules Description: The material prefix is ​​the same as the model prefix by default (such as prop), and can also be differentiated according to the material configuration requirements (such as ground); the serial number (01 / 02 / 03) is used to distinguish multiple materials of the same model.

[0057] The definition of material prefixes is shown in Table 2: Table 2

[0058] For model mesh files: Structure: [Material Prefix]_[Area]_[Form]_[Serial Number]_m; Example: prop_hangzhou_box_01_m; Rules Description: The model contains corresponding mesh resources, which need to be consistent with the naming structure of the material ball. At the same time, the suffix "_m" is added to represent the mesh file. The correspondence between the model mesh file and the material is checked through the script verification.

[0059] The definition of the model grid is shown in Table 3.

[0060] Table 3

[0061] For texture maps: Structure: [Material Prefix]_[Region]_[Shape]_[Serial Number]_[Texture Map Type Suffix].[Extension]; Example: prop_hangzhou_box_01_d.tga; Rule description: Texture map names must be consistent with material names, and a texture map suffix must be added. The script uses naming to establish identification and configuration relationships.

[0062] The definition of type suffixes is shown in Table 4:

[0063] The final target asset is a prefab file. For the prefab file: Structure: [type prefix]_[region]_[morphology].prefab; Example: prop_hangzhou_box.prefab; Rule description: Prefab files and model names should be consistent.

[0064] For template libraries, you can customize the configuration based on prefixes or suffixes. For example: For the model configuration template, configure the following: Physical properties: collision body type (Box / Mesh), mass, friction; LOD settings: automatically generate multiple levels of details according to the complexity of the model; Geometry settings: normals, tangents, UV coordinates, etc.; Animation properties: animation export, animation frame rate, animation loop, etc.; Materials and Textures: Material export, texture export, etc.

[0065] For the material configuration template, please refer to Table 5 for the configuration content: Table 5

[0066] For the texture configuration template, please refer to Table 6 for the configuration content: Table 6

[0067] In some embodiments, see Figure 3 , Figure 3 This is a flow chart of steps S301-S304 provided in an embodiment of the present application. The configuration processing of the target resource based on the preset resource configuration template can be achieved through steps S301-S304, which will be explained in combination with each step.

[0068] In step S301, a first configuration process is performed on the texture resource based on the texture template, and a second configuration process is performed on the model resource based on the model template.

[0069] Here, the texture resource is first configured based on the texture template. The texture template sets the compression format, defines the texture type (such as diffuse texture, normal texture, etc.), and adjusts the texture size based on information such as the texture resource suffix. For example, if the texture resource suffix indicates that a high compression ratio is required, the texture template will use a specific compression algorithm (such as DXT compression) to reduce the file size while minimizing texture quality. The texture type is determined based on its purpose so that it can be used correctly in subsequent rendering.

[0070] The second configuration process for model assets is based on model templates. Model templates define physical properties for model assets, such as mass, density, friction, and elasticity. These physical properties determine the model's physical behavior in the virtual environment. For example, in a game scene, the model's mass affects its collision effects with other objects and its motion state.

[0071] In step S302, the model resource is parsed to obtain a material ball associated with the model resource, and the material resource is created in the target resource directory based on the material ball.

[0072] Here, the model resource is parsed to obtain the material ball associated with the model resource. Using a specific parsing algorithm or tool, the system reads the model resource file content, analyzes the material information contained therein, and extracts the material ball associated with the model mesh. The material ball contains basic material attribute information, such as color and glossiness, but has not yet been fully configured. Based on the parsed material ball information, the corresponding material resource file is generated in the target resource directory. The material resource file stores the material's parameters and properties in a specific format for further configuration and processing.

[0073] In step S303, a third configuration process is performed on the material resource based on the material template, and a texture resource matching the material resource is determined through the name format of the material resource, and the matching texture resource is associated with the corresponding interface of the material resource.

[0074] Here, the material resource is subjected to a third configuration process based on the material template. The material template matches the corresponding material type based on information such as the prefix of the material resource and sets specific parameters for the material resource, such as color value, reflectivity, and transparency. For example, if the material prefix is ​​"metal_", the material template will identify it as a metal material and set parameters such as high reflectivity and glossiness that are unique to metal materials.

[0075] The system then uses the material resource's name format to identify the texture resource that matches the material resource. The matching texture resource is then associated with the material resource's corresponding interface. Based on the matching rules for material and texture resource names, the system searches the target resource directory for a texture resource that matches the material resource. For example, if the material resource name is "metal_hangzhou_sphere_01.mat" and the texture resource name is "metal_hangzhou_sphere_01_d.tga," the common part in their names, "metal_hangzhou_sphere_01," can be used to determine their matching relationship.

[0076] After finding a matching texture resource, the system associates it with the corresponding interface of the material resource, such as the diffuse texture interface, normal texture interface, etc. In this way, when rendering the model, the material resource can correctly use the associated texture resource to express its surface details.

[0077] In step S304, the material resource is applied to the model mesh of the model resource to obtain the target asset.

[0078] Here, the system applies the configured and associated material resources to each mesh of the model resource. Each mesh is rendered using the corresponding material and texture, resulting in a complete visual effect. After the above processing, the model resource, material resource, and texture resource have been correctly associated and configured together, forming a complete target asset that can be used in both the first and second software. The target asset contains all the necessary information about the model, including its geometry, material properties, and texture mapping, and can be rendered and displayed directly in the software.

[0079] In some embodiments, before configuring the target resource based on a preset resource configuration template, the method further includes: The name format of the target resource is detected and processed, and when the name format does not match the specific naming format, an alarm is triggered and an error log is generated.

[0080] Here, after receiving a newly added target resource (such as a texture map, model file, material file, etc.), the system will verify whether the name of the target resource meets the requirements of a specific naming format, for example, whether the prefix exists in the predefined prefix list, whether the main name contains the necessary identification information, whether the suffix meets the expectations of the resource type, etc. If the name format of the target resource does not match the specific naming format, the system will trigger an alarm mechanism to notify the developer or administrator of the name format mismatch. Alarms can be implemented in a variety of ways, including but not limited to: displaying a warning message in the console of the development tool, sending emails or instant messages to notify relevant personnel, and creating an alarm task in the project management tool. At the same time, the system will also generate a detailed error log to record the name and path of the target resource, the specific reason for the name format mismatch, the timestamp of the error detection, the recommended corrective measures, or a naming example that meets the requirements.

[0081] In some embodiments, the method further comprises: When the configuration process fails, the error resources generated by the failure are deleted.

[0082] When a configuration failure is detected, the system needs to accurately identify the erroneous resource that caused the failure. During the configuration process, the system records information about the intermediate resources generated at each step, including resource name, storage path, and generation time. When a configuration failure occurs, the system can use this information to quickly locate the erroneous resource.

[0083] After identifying an erroneous resource, the system executes a deletion operation, calling the corresponding file system interface or resource management interface to delete the erroneous resource. During the deletion process, the system records relevant information about the deletion operation, such as the deletion time, the deleted resource name, and the path. After the deletion operation is complete, the system verifies that the resource has been successfully deleted. This can be verified by re-querying the resource status or checking whether the resource exists in the file system. If the deletion fails, the system logs the error message and takes appropriate action, such as retrying the deletion or notifying the administrator.

[0084] In some embodiments, the method further comprises: Recording the target time of adding the target resource, the configuration parameters of the configuration process, and abnormal events to obtain a log record; An audit process is performed on resource-related behaviors based on the log records.

[0085] During the resource processing process, detailed logs are kept of the target time for adding new resources, configuration parameters for configuration processing, and any abnormal events. Subsequently, resource-related behaviors are audited based on these logs to ensure compliance and traceability of resource processing, promptly identify and resolve potential issues, and improve the quality and security of resource management.

[0086] Specifically, when the system detects a new target resource, it obtains the current system time as the target time of the new resource. The obtained timestamp is associated with relevant information about the target resource (such as resource name, storage path, etc.) and stored in the log file.

[0087] When configuring the target resource based on the preset resource configuration template, the system automatically extracts various parameters used in the configuration process, including but not limited to texture type, texture size, compression format, collision type, LOD level, etc.

[0088] During the configuration process, the system uses an exception handling mechanism to capture possible exceptions, such as file read errors, invalid parameters, and resource conflicts. For captured exceptions, the system records the exception type, occurrence time, exception description, and related context (such as the code location that triggered the exception and the names of the resources involved).

[0089] The abnormal event information is associated with the target resource information and other related information of the configuration process and stored in the log file.

[0090] During an audit, auditors or the system automatically reads log files to obtain information such as the target resource's addition time, configuration parameters, and abnormal events. This information is then matched against established audit rules to verify compliance with resource-related behavior. If any non-compliance is found, the auditor records the issue, including the issue type, the name of the resource involved, and the specific time the issue occurred. Audit findings are then promptly communicated to relevant personnel, such as developers and administrators.

[0091] See Figure 4 , Figure 4 This is a flow chart of exporting prefabs from Blender to Unity provided by the embodiment of the present application, which will be combined with Figure 4 A complete description of the execution process of the embodiment of the present application is given.

[0092] Step 1: Detect newly added texture maps: During development, the system monitored changes to resources in the public directory. It detected the addition of three new texture files to the / Textures directory: "prop_hangzhou_box_01_d.tga," "prop_hangzhou_box_01_n.tga," and "prop_hangzhou_box_01_e.tga." These textures are crucial for subsequent model rendering, and their addition signals the need for texture resource configuration.

[0093] Step 2: Automatic configuration of texture maps: The system automatically configures the newly added texture map suffixes "_d", "_n", and "_e" according to the preset texture map configuration template. The specific configuration content is as follows: Texture type: The texture type is defined by the suffix. Texture maps with the "_d" suffix are configured as diffuse textures (Albedo), which are used to represent the basic color and texture of the object; texture maps with the "_n" suffix are configured as normal textures (Normal), which are used to enhance the details and three-dimensional effect of the object's surface; texture maps with the "_e" suffix are configured as emissive textures (Emissive), which are used to simulate the effect of the object's own light.

[0094] Texture Size: Adjust the texture size based on your project's needs and the texture's intended use. For example, for diffuse textures, set their size to 1024x1024 pixels to balance quality and performance. For normal and emissive textures, set their size to 512x512 pixels to keep file size under control while requiring relatively high detail.

[0095] Texture Compression Format: Select an appropriate compression format to reduce texture file size and increase loading speed. For diffuse textures, use the DXT5 compression format to effectively reduce file size while maintaining a certain level of quality. For normal textures and self-illuminating textures, use the BC7 compression format to better preserve texture detail and color information.

[0096] Step 3: Detect new model resources: The system continues to monitor the public directory. When it detects that the "prop_hangzhou_box.blend" model file has been added to the / Models directory, it indicates that model resource configuration processing is required.

[0097] Step 4: Model resource configuration: The system configures the newly added model according to the model configuration template, mainly defining the physical properties of the model, as follows: Collider Type: Select the appropriate collider type based on the model's shape and purpose. For the "prop_hangzhou_box.blend" model, since it is a regular box, select the Box collider type to improve the efficiency of collision detection.

[0098] LOD (Level of Detail): To optimize game performance, different LOD levels are set based on the model's distance and importance in the scene. For example, when a model is far from the player, a low-precision version of the model (LOD1) is used to reduce rendering overhead; when the model is close to the player, a high-precision version of the model (LOD0) is used to ensure visual quality.

[0099] Step 5: Parse the model file and create material resources: The system parses the "prop_hangzhou_box.blend" file to obtain the information about the material balls embedded in the model. By parsing the model file, the system recognizes the name of the material ball as "prop_hangzhou_box_01_.mat" and obtains the association between the material ball and the model mesh "prop_hangzhou_box_01_m".

[0100] Based on the material ball information obtained through analysis, the system creates the material resource file "prop_hangzhou_box_01.mat" in the / Materials directory.

[0101] Step 6: Automatically configure material resources and associate them with textures: Automatic Material Property Configuration: The system automatically configures material properties based on the "prop" prefix in the material name. Since the "prop" prefix itself represents a specific material type, the system directly matches the corresponding material properties based on the prefix. For example, you can configure the material as a common prop material and set parameters such as base color, glossiness, and reflectivity.

[0102] Texture Association: The shader uses its name, "prop_hangzhou_box_01," to search for texture maps in the / Textures directory. Because the naming format of texture maps matches the material's, the system quickly finds the corresponding texture maps: "prop_hangzhou_box_01_d.tga" for the Diffuse texture interface (Albedo), "prop_hangzhou_box_01_n.tga" for the Normal texture interface (Normal), and "prop_hangzhou_box_01_e.tga" for the Emissive texture interface (Emissive). After finding the corresponding maps, the system applies them to the corresponding interfaces in the shader, completing the texture-material association.

[0103] Apply the material to the model mesh: Finally, the system applies the configured material resource "prop_hangzhou_box_01.mat" to the model mesh "prop_hangzhou_box_01_m" of the model "prop_hangzhou_box.blend". At this point, the model has complete material and texture information and is ready for generating prefabs.

[0104] Step 7: Generate prefab: The system generates a prefab file, "prop_hangzhou_box.prefab," in the / Prefabs directory. Prefabs are commonly used in game development. They contain all relevant information, including models, materials, and textures, allowing for quick instantiation and use in scenes. The system also automatically adds a BoxCollider component to the prefab. The BoxCollider component implements physical collision detection, allowing the prefab to collide and interact with other objects in the game scene, enhancing realism and playability.

[0105] In summary, the embodiments of the present application have the following beneficial effects: (1) Significantly improve development efficiency and significantly shorten project cycles: In the field of game development, the number of art resource files is huge, and the traditional manual configuration process is cumbersome and time-consuming. The embodiment of the present application optimizes the workflow, streamlining the manual process that originally required multiple steps into a single import operation. The configuration time is significantly reduced from more than ten minutes to a few seconds, and the configuration efficiency is improved by ≥99%. This efficiency improvement enables the development team to complete the configuration of art resources more quickly and devote more time and energy to key links such as the core gameplay design and plot creation of the game, thereby significantly shortening the development cycle of the game project, accelerating the speed of product launch, and helping companies seize the initiative in the fierce market competition.

[0106] (2) Completely eliminate configuration errors and ensure stable game quality: Manual configuration of art resources is prone to omissions and errors, which can cause various problems during game operation, such as abnormal model display and texture loading failure, seriously affecting the player's gaming experience. The embodiment of the present application uses strict naming conventions and script verification mechanisms to automatically check and correct resource import and configuration during the process, fundamentally eliminating manual configuration omissions. This not only avoids game failures caused by configuration errors, but also improves the stability and reliability of the game, providing players with a smoother, higher-quality gaming experience, and helping to enhance the game's reputation and market competitiveness.

[0107] (3) High industrial compatibility to meet diverse project needs: Different game projects often have different requirements and specifications for the configuration of artistic resources. The embodiment of the present application supports customized rule extensions. For example, Shader templates and resource parameter presets can be customized according to the characteristics of the project, and can be flexibly adapted to game projects of various types and sizes. At the same time, the solution has good scalability. It is not only applicable to the currently used game engines, but can also be easily adapted to other mainstream game engines such as Unreal Engine by modifying the naming rules and script templates. This high degree of industrial compatibility enables this solution to be widely used in various game development scenarios, providing strong technical support for the industrial development of the game development industry, and helping to promote the entire industry to move towards a more efficient and standardized direction.

[0108] (4) Reduce labor costs and improve enterprise economic benefits: Traditional manual configuration of art resources requires a lot of human resources, increasing the operating costs of the enterprise. The embodiment of the present application realizes fully automatic configuration of art resources through automated operations, greatly reducing the dependence on manual labor and reducing labor costs.

[0109] In summary, the embodiments of the present application provide a solution to the problem of inefficient allocation of art resources in current game development, thereby greatly improving development efficiency.

[0110] Based on the same inventive concept, the embodiment of the present application also provides a resource processing device corresponding to the resource processing method in the first embodiment. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned resource processing method, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0111] like Figure 5 As shown, Figure 5 : is a schematic diagram of the structure of the resource processing device 500 provided in an embodiment of the present application. The resource processing device 500 includes: Establishing module 501, for establishing a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The configuration module 502 is used to monitor the resource change status of the target resource directory. When a new target resource is added to the target resource directory, the target resource is configured based on a preset resource configuration template and a target asset obtained by the configuration is generated in the target resource directory.

[0112] It should be understood by those skilled in the art that Figure 5 The implementation functions of each unit in the resource processing device 500 shown can be understood by referring to the relevant description of the aforementioned resource processing method. Figure 5 The functions of the various units in the resource processing device 500 shown may be implemented by a program running on a processor, or may be implemented by a specific logic circuit.

[0113] In a possible implementation, the target resource is named based on a specific naming format, where the specific naming format is determined based on a prefix, a region, a form, and an extension; The prefix represents the resource type of the target resource, the area represents the application area of ​​the target resource, the form represents the resource form of the target resource, and the extension is the file extension corresponding to the target resource.

[0114] In a possible implementation manner, the specific naming format further includes: a serial number and / or a suffix, wherein the serial number represents the resource identifier of the target resource, and the suffix represents the resource type of the target resource.

[0115] In a possible implementation, before the configuration module 502 performs configuration processing on the target resource based on the preset resource configuration template, the configuration module 502 further includes: The name format of the target resource is detected and processed, and when the name format does not match the specific naming format, an alarm is triggered and an error log is generated.

[0116] In a possible implementation, the target resources include model resources, material resources, and texture resources; The prefix of the material resource is the same as the prefix of the model resource in the default state. When the model resource includes multiple material resources, the multiple material resources are represented by different prefixes and / or different serial numbers in the material resources; the name format of the model resource matches the name format of the material resource; the name format of the texture resource matches the name format of the material resource; The resource configuration template includes a model template, a material template and a texture template; The model template is used to define physical properties, the material template is used to match the material type according to the prefix, and the texture template is used to define the compression format, texture type and texture size of the texture resource according to the suffix.

[0117] In a possible implementation, the configuration module 502 performs configuration processing on the target resource based on a preset resource configuration template, including: performing a first configuration process on the texture resource based on the texture template, and performing a second configuration process on the model resource based on the model template; Parsing the model resource to obtain a material ball associated with the model resource, and creating the material resource in the target resource directory based on the material ball; Performing a third configuration process on the material resource based on the material template, determining a texture resource matching the material resource through a name format of the material resource, and associating the matching texture resource with a corresponding interface of the material resource; The material resource is applied to the model mesh of the model resource to obtain the target asset.

[0118] In a possible implementation, the configuration module 502 further includes: When the configuration process fails, the error resources generated by the failure are deleted.

[0119] In a possible implementation, the configuration module 502 further includes: Recording the target time of adding the target resource, the configuration parameters of the configuration process, and abnormal events to obtain a log record; An audit process is performed on resource-related behaviors based on the log records.

[0120] The above resource processing device has the following beneficial effects: (1) Significantly improve development efficiency and significantly shorten project cycles: In the field of game development, the number of art resource files is huge, and the traditional manual configuration process is cumbersome and time-consuming. The embodiment of the present application optimizes the workflow, streamlining the manual process that originally required multiple steps into a single import operation. The configuration time is significantly reduced from more than ten minutes to a few seconds, and the configuration efficiency is improved by ≥99%. This efficiency improvement enables the development team to complete the configuration of art resources more quickly and devote more time and energy to key links such as the core gameplay design and plot creation of the game, thereby significantly shortening the development cycle of the game project, accelerating the speed of product launch, and helping companies seize the initiative in the fierce market competition.

[0121] (2) Completely eliminate configuration errors and ensure stable game quality: Manual configuration of art resources is prone to omissions and errors, which can cause various problems during game operation, such as abnormal model display and texture loading failure, seriously affecting the player's gaming experience. The embodiment of the present application uses strict naming conventions and script verification mechanisms to automatically check and correct resource import and configuration during the process, fundamentally eliminating manual configuration omissions. This not only avoids game failures caused by configuration errors, but also improves the stability and reliability of the game, providing players with a smoother, higher-quality gaming experience, and helping to enhance the game's reputation and market competitiveness.

[0122] (3) High industrial compatibility to meet diverse project needs: Different game projects often have different requirements and specifications for the configuration of artistic resources. The embodiment of the present application supports customized rule extensions. For example, Shader templates and resource parameter presets can be customized according to the characteristics of the project, and can be flexibly adapted to game projects of various types and sizes. At the same time, the solution has good scalability. It is not only applicable to the currently used game engines, but can also be easily adapted to other mainstream game engines such as Unreal Engine by modifying the naming rules and script templates. This high degree of industrial compatibility enables this solution to be widely used in various game development scenarios, providing strong technical support for the industrial development of the game development industry, and helping to promote the entire industry to move towards a more efficient and standardized direction.

[0123] (4) Reduce labor costs and improve enterprise economic benefits: Traditional manual configuration of art resources requires a lot of human resources, increasing the operating costs of the enterprise. The embodiment of the present application realizes fully automatic configuration of art resources through automated operations, greatly reducing the dependence on manual labor and reducing labor costs.

[0124] In summary, the embodiments of the present application provide a solution to the problem of inefficient allocation of art resources in current game development, thereby greatly improving development efficiency.

[0125] like Figure 6 As shown, Figure 6 This is a schematic diagram of the structure of an electronic device 600 provided in an embodiment of the present application. The electronic device 600 includes: Processor 601, storage medium 602, and bus 603. The storage medium 602 stores machine-readable instructions executable by the processor 601. When the electronic device 600 is running, the processor 601 communicates with the storage medium 602 via the bus 603. The processor 601 executes the machine-readable instructions to perform the following steps: Establishing a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The resource change status of the target resource directory is monitored. When a target resource is newly added to the target resource directory, the target resource is configured based on a preset resource configuration template, and a target asset obtained by the configuration processing is generated in the target resource directory.

[0126] The target resource is named based on a specific naming format, where the specific naming format is determined based on a prefix, a region, a form, and an extension; The prefix represents the resource type of the target resource, the area represents the application area of ​​the target resource, the form represents the resource form of the target resource, and the extension is the file extension corresponding to the target resource.

[0127] The specific naming format further includes: a serial number and / or a suffix, wherein the serial number represents the resource number of the target resource, and the suffix represents the resource type of the target resource.

[0128] Before the processor 601 configures the target resource based on the preset resource configuration template, the processor 601 further includes: The name format of the target resource is detected and processed, and when the name format does not match the specific naming format, an alarm is triggered and an error log is generated.

[0129] The target resources include model resources, material resources and texture resources; The prefix of the material resource is the same as the prefix of the model resource in the default state. When the model resource includes multiple material resources, the multiple material resources are represented by different prefixes and / or different serial numbers in the material resources; the name format of the model resource matches the name format of the material resource; the name format of the texture resource matches the name format of the material resource; The resource configuration template includes a model template, a material template and a texture template; The model template is used to define physical properties, the material template is used to match the material type according to the prefix, and the texture template is used to define the compression format, texture type and texture size of the texture resource according to the suffix.

[0130] The processor 601 performs configuration processing on the target resource based on a preset resource configuration template, including: performing a first configuration process on the texture resource based on the texture template, and performing a second configuration process on the model resource based on the model template; Parsing the model resource to obtain a material ball associated with the model resource, and creating the material resource in the target resource directory based on the material ball; Performing a third configuration process on the material resource based on the material template, determining a texture resource matching the material resource through a name format of the material resource, and associating the matching texture resource with a corresponding interface of the material resource; The material resource is applied to the model mesh of the model resource to obtain the target asset.

[0131] The processor 601 further includes: When the configuration process fails, the error resources generated by the failure are deleted.

[0132] The processor 601 further includes: Recording the target time of adding the target resource, the configuration parameters of the configuration process, and abnormal events to obtain a log record; An audit process is performed on resource-related behaviors based on the log records.

[0133] In actual application, the various components in the electronic device 600 are coupled together via bus 603. It is understood that bus 603 is used to realize the connection and communication between these components. In addition to the data bus, bus 603 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, Figure 6 Various buses are labeled as bus 603.

[0134] The electronic device has the following beneficial effects: (1) Significantly improve development efficiency and significantly shorten project cycles: In the field of game development, the number of art resource files is huge, and the traditional manual configuration process is cumbersome and time-consuming. The embodiment of the present application optimizes the workflow, streamlining the manual process that originally required multiple steps into a single import operation. The configuration time is significantly reduced from more than ten minutes to a few seconds, and the configuration efficiency is improved by ≥99%. This efficiency improvement enables the development team to complete the configuration of art resources more quickly and devote more time and energy to key links such as the core gameplay design and plot creation of the game, thereby significantly shortening the development cycle of the game project, accelerating the speed of product launch, and helping companies seize the initiative in the fierce market competition.

[0135] (2) Completely eliminate configuration errors and ensure stable game quality: Manual configuration of art resources is prone to omissions and errors, which can cause various problems during game operation, such as abnormal model display and texture loading failure, seriously affecting the player's gaming experience. The embodiment of the present application uses strict naming conventions and script verification mechanisms to automatically check and correct resource import and configuration during the process, fundamentally eliminating manual configuration omissions. This not only avoids game failures caused by configuration errors, but also improves the stability and reliability of the game, providing players with a smoother, higher-quality gaming experience, and helping to enhance the game's reputation and market competitiveness.

[0136] (3) High industrial compatibility to meet diverse project needs: Different game projects often have different requirements and specifications for the configuration of artistic resources. The embodiment of the present application supports customized rule extensions. For example, Shader templates and resource parameter presets can be customized according to the characteristics of the project, and can be flexibly adapted to game projects of various types and sizes. At the same time, the solution has good scalability. It is not only applicable to the currently used game engines, but can also be easily adapted to other mainstream game engines such as Unreal Engine by modifying the naming rules and script templates. This high degree of industrial compatibility enables this solution to be widely used in various game development scenarios, providing strong technical support for the industrial development of the game development industry, and helping to promote the entire industry to move towards a more efficient and standardized direction.

[0137] (4) Reduce labor costs and improve enterprise economic benefits: Traditional manual configuration of art resources requires a lot of human resources, increasing the operating costs of the enterprise. The embodiment of the present application realizes fully automatic configuration of art resources through automated operations, greatly reducing the dependence on manual labor and reducing labor costs.

[0138] In summary, the embodiments of the present application provide a solution to the problem of inefficient allocation of art resources in current game development, thereby greatly improving development efficiency.

[0139] The embodiment of the present application further provides a computer-readable storage medium, wherein the storage medium stores executable instructions. When the executable instructions are executed by at least one processor 601, the following method is implemented: Establishing a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The resource change status of the target resource directory is monitored. When a target resource is newly added to the target resource directory, the target resource is configured based on a preset resource configuration template, and a target asset obtained by the configuration processing is generated in the target resource directory.

[0140] The target resource is named based on a specific naming format, where the specific naming format is determined based on a prefix, a region, a form, and an extension; The prefix represents the resource type of the target resource, the area represents the application area of ​​the target resource, the form represents the resource form of the target resource, and the extension is the file extension corresponding to the target resource.

[0141] The specific naming format further includes: a serial number and / or a suffix, wherein the serial number represents the resource number of the target resource, and the suffix represents the resource type of the target resource.

[0142] Before configuring the target resource based on the preset resource configuration template, the method further includes: The name format of the target resource is detected and processed, and when the name format does not match the specific naming format, an alarm is triggered and an error log is generated.

[0143] The target resources include model resources, material resources and texture resources; The prefix of the material resource is the same as the prefix of the model resource in the default state. When the model resource includes multiple material resources, the multiple material resources are represented by different prefixes and / or different serial numbers in the material resources; the name format of the model resource matches the name format of the material resource; the name format of the texture resource matches the name format of the material resource; The resource configuration template includes a model template, a material template and a texture template; The model template is used to define physical properties, the material template is used to match the material type according to the prefix, and the texture template is used to define the compression format, texture type and texture size of the texture resource according to the suffix.

[0144] The configuring the target resource based on the preset resource configuration template includes: performing a first configuration process on the texture resource based on the texture template, and performing a second configuration process on the model resource based on the model template; Parsing the model resource to obtain a material ball associated with the model resource, and creating the material resource in the target resource directory based on the material ball; Performing a third configuration process on the material resource based on the material template, determining a texture resource matching the material resource through a name format of the material resource, and associating the matching texture resource with a corresponding interface of the material resource; The material resource is applied to the model mesh of the model resource to obtain the target asset.

[0145] The method further comprises: When the configuration process fails, the error resources generated by the failure are deleted.

[0146] The method further comprises: Recording the target time of adding the target resource, the configuration parameters of the configuration process, and abnormal events to obtain a log record; An audit process is performed on resource-related behaviors based on the log records.

[0147] In some embodiments, the storage medium can be a magnetic random access memory (FRAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface storage, an optical disc, or a compact disc read-only memory (CD-ROM); it can also be various devices including one or any combination of the above memories.

[0148] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0149] As an example, executable instructions may, but do not necessarily, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (for example, files storing one or more modules, subroutines, or code portions).

[0150] By way of example, executable instructions may be deployed to be executed on one computing device, or on multiple computing devices at one site, or on multiple computing devices distributed across multiple sites and interconnected by a communication network.

[0151] The computer-readable storage medium has the following advantages: (1) Significantly improve development efficiency and significantly shorten project cycles: In the field of game development, the number of art resource files is huge, and the traditional manual configuration process is cumbersome and time-consuming. The embodiment of the present application optimizes the workflow, streamlining the manual process that originally required multiple steps into a single import operation. The configuration time is significantly reduced from more than ten minutes to a few seconds, and the configuration efficiency is improved by ≥99%. This efficiency improvement enables the development team to complete the configuration of art resources more quickly and devote more time and energy to key links such as the core gameplay design and plot creation of the game, thereby significantly shortening the development cycle of the game project, accelerating the speed of product launch, and helping companies seize the initiative in the fierce market competition.

[0152] (2) Completely eliminate configuration errors and ensure stable game quality: Manual configuration of art resources is prone to omissions and errors, which can cause various problems during game operation, such as abnormal model display and texture loading failure, seriously affecting the player's gaming experience. The embodiment of the present application uses strict naming conventions and script verification mechanisms to automatically check and correct resource import and configuration during the process, fundamentally eliminating manual configuration omissions. This not only avoids game failures caused by configuration errors, but also improves the stability and reliability of the game, providing players with a smoother, higher-quality gaming experience, and helping to enhance the game's reputation and market competitiveness.

[0153] (3) High industrial compatibility to meet diverse project needs: Different game projects often have different requirements and specifications for the configuration of artistic resources. The embodiment of the present application supports customized rule extensions. For example, Shader templates and resource parameter presets can be customized according to the characteristics of the project, and can be flexibly adapted to game projects of various types and sizes. At the same time, the solution has good scalability. It is not only applicable to the currently used game engines, but can also be easily adapted to other mainstream game engines such as Unreal Engine by modifying the naming rules and script templates. This high degree of industrial compatibility enables this solution to be widely used in various game development scenarios, providing strong technical support for the industrial development of the game development industry, and helping to promote the entire industry to move towards a more efficient and standardized direction.

[0154] (4) Reduce labor costs and improve enterprise economic benefits: Traditional manual configuration of art resources requires a lot of human resources, increasing the operating costs of the enterprise. The embodiment of the present application realizes fully automatic configuration of art resources through automated operations, greatly reducing the dependence on manual labor and reducing labor costs.

[0155] In summary, the embodiments of the present application provide a solution to the problem of inefficient allocation of art resources in current game development, thereby greatly improving development efficiency.

[0156] In the several embodiments provided in this application, it should be understood that the disclosed methods and electronic devices can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as: multiple units or components can be combined, or can be integrated into another system, or some features can be ignored or not executed. In addition, the coupling, direct coupling, or communication connection between the components shown or discussed can be through some interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.

[0157] The modules described as separate components may or may not be physically separate, and the components shown as modules may or may not be physical units, that is, they may be located in one place or distributed across multiple network elements. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0158] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0159] If the functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, or the portion that contributes to the prior art, or the portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, platform server, or network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. The aforementioned storage media include various media that can store program code, such as USB flash drives, mobile hard drives, ROM, RAM, magnetic disks, or optical disks.

[0160] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.

Claims

1. A resource processing method, characterized in that: The method comprises: Establishing a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The resource change status of the target resource directory is monitored. When a target resource is newly added to the target resource directory, the target resource is configured based on a preset resource configuration template, and a target asset obtained by the configuration processing is generated in the target resource directory.

2. The method according to claim 1, characterized in that The target resource is named based on a specific naming format, where the specific naming format is determined based on a prefix, a region, a form, and an extension; The prefix represents the resource type of the target resource, the area represents the application area of ​​the target resource, the form represents the resource form of the target resource, and the extension is the file extension corresponding to the target resource.

3. The method according to claim 2, characterized in that The specific naming format further includes: a serial number and / or a suffix, wherein the serial number represents the resource number of the target resource, and the suffix represents the resource type of the target resource.

4. The method according to claim 2, characterized in that Before configuring the target resource based on the preset resource configuration template, the method further includes: The name format of the target resource is detected and processed, and when the name format does not match the specific naming format, an alarm is triggered and an error log is generated.

5. The method according to claim 3, characterized in that The target resources include model resources, material resources and texture resources; The prefix of the material resource is the same as the prefix of the model resource in the default state. When the model resource includes multiple material resources, the multiple material resources are represented by different prefixes and / or different serial numbers in the material resources; the name format of the model resource matches the name format of the material resource; the name format of the texture resource matches the name format of the material resource; The resource configuration template includes a model template, a material template and a texture template; The model template is used to define physical properties, the material template is used to match the material type according to the prefix, and the texture template is used to define the compression format, texture type and texture size of the texture resource according to the suffix.

6. The method according to claim 5, characterized in that The configuring the target resource based on the preset resource configuration template includes: performing a first configuration process on the texture resource based on the texture template, and performing a second configuration process on the model resource based on the model template; Parsing the model resource to obtain a material ball associated with the model resource, and creating the material resource in the target resource directory based on the material ball; Performing a third configuration process on the material resource based on the material template, determining a texture resource matching the material resource through a name format of the material resource, and associating the matching texture resource with a corresponding interface of the material resource; The material resource is applied to the model mesh of the model resource to obtain the target asset.

7. The method according to claim 1, characterized in that The method further comprises: When the configuration process fails, the error resources generated by the failure are deleted.

8. The method according to claim 1, characterized in that The method further comprises: Recording the target time of adding the target resource, the configuration parameters of the configuration process, and abnormal events to obtain a log record; An audit process is performed on resource-related behaviors based on the log records.

9. A resource processing device, characterized in that: The device comprises: An establishment module, configured to establish a target resource directory; wherein the target resource directory is a resource storage directory shared by the first software and the second software, and the directory rules of the target resource directory match the first software and the second software respectively; The configuration module is used to monitor the resource change status of the target resource directory. When a new target resource is added to the target resource directory, the target resource is configured based on a preset resource configuration template and a target asset obtained by the configuration processing is generated in the target resource directory.

10. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the resource processing method according to any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the resource processing method according to any one of claims 1 to 8 is executed.