场景构建AB包的方法和资源类似:从AB中加载场景是不用把场景放到scene in Build中的,加载后读取即可。
using UnityEngine;
using System.IO;
using UnityEngine.Events;
using UnityEditor;
using System.Collections.Generic;
public class BuildAB
{
[MenuItem("Tools/BuildAssetbundle")]
static void BuildAssetbundle()
{
string outPath = Path.Combine (Application.dataPath, "StreamingAssets");
//如果目录已经存在删除它
if (Directory.Exists (outPath)) {
Directory.Delete (outPath,true);
}
Directory.CreateDirectory (outPath);
List<AssetBundleBuild> builds = new List<AssetBundleBuild> ();
//设置bundle名,和多少资源打在同一个Bundle内
builds.Add (new AssetBundleBuild (){assetBundleName="scene-ab.unity3d",assetNames =new string[]{"Assets/scene-ab.unity"}});
//构建Assetbundle
BuildPipeline.BuildAssetBundles (outPath,builds.ToArray(),BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows64);
//刷新
AssetDatabase.Refresh ();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.SceneManagement;
public class LoadABScene : MonoBehaviour {
void Start () {
string path = Path.Combine (Application.streamingAssetsPath, "scene-ab.unity3d");
//加载场景Bundle
AssetBundle.LoadFromFile (path);
SceneManager.LoadScene ("scene-ab");
}
}