u3d之web开发

// Build a streamed unity3d file. This contain one scene that can be downloaded
    // on demand and loaded once its asset bundle has been loaded.
    @MenuItem ("Build/BuildWebplayerStreamed")
    static function MyBuild(){
        var levels : String[] = ["Assets/Level1.unity"];
        BuildPipeline.BuildStreamedSceneAssetBundle( levels, "Streamed-Level1.unity3d", BuildTarget.WebPlayer); 
    }

When downloading the built compressed file, you need to call WWW.assetBundle in order to make the scene available to theApplication.LoadLevel() and Application.LoadLevelAdditive() functions.

function Start () {
        // Download compressed scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached.
        // Then Unity will completely skip the download and load the decompressed scene directly from disk.
        var download = WWW.LoadFromCacheOrDownload ("http://myWebSite.com/Streamed-Level1.unity3d", 5);
        yield download;
        
        // Handle error
        if (download.error != null)
        {
            Debug.LogError(download.error);
            return;
        }
        
        // In order to make the scene available from LoadLevel, we have to load the asset bundle.
        // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed.
        var bundle = download.assetBundle;
        
        // Load the level we have just downloaded
        Application.LoadLevel ("Level1");
    }

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