PS:以前看了很多文章,还是未能成功的打包预制和场景,今天看了这位作者的文章步骤很详细,特此转发链接共大家一起学习
更新自:2022-05-13
IEnumerator InstantiateObject()
{
string path = string.Empty;
if (Application.platform == RuntimePlatform.Android)
{
path = "jar:file://" + Application.dataPath + "!/assets/" + "model";//文件model
}
else
{
//path = "file:///" + Application.dataPath + "/StreamingAssets/model";
//path = Application.dataPath + "/StreamingAssets/model";
path= "file://" + Application.streamingAssetsPath + "/model";
}
Debug.Log("akk path:" + path);
UnityEngine.Networking.UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(path, 0);
yield return request.SendWebRequest();
AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
if (bundle != null)
{
Debug.Log("akk加载出来了:");
GameObject cube = bundle.LoadAsset<GameObject>("xxxxx");//bundle里模型名字
GameObject target = Instantiate(cube);
target.transform.localPosition = Vector3.zero;
target.transform.localScale = Vector3.one;
target.transform.localRotation = Quaternion.identity;
}
}
二:WWW加载
另附上Unity新的网络请求方式,代替WWW加载
链接:Unity3d 要放弃WWW,看看新的网络请求方式UnityWebRequest_u010019717的博客-CSDN博客_unitywebrequest 同步
Unity3d 要放弃WWW,看看新的网络请求方式UnityWebRequest
三:AssetBundle优化
2:
https://www.cnblogs.com/unity3ds/p/5912729.html bundle加载