Unity(五) Unity3D使用Assetbundle打包加载(Prefab、场景)转载原博客

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
 

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