浅尝unity5.4AssetBundle打包流程

    今天尝试了unity5.4.3p2里面的AssetBundle打包流程,相比之前unity4.x的打包简单了许多,Unity4.X中打包的时候需要自己去管理依赖关系,各种BuildPipeline.PushAssetDependencies()和BuildPipeline.PopAssetDependencies(),一不小心手一抖,依赖关系就惨不忍睹。下面简单说说一下unity5.4的步骤。

1.在工程里新建两个prefab,分别为ui1.prefab和ui2.prefab,如下图:

  

   然后选中ui1,在右下角的AssetBundle Setting中,设置ui1的AssetBundleName为ui1,一样的步骤将ui2的AssetBundleName设置为ui2。注意:当把AssetBundleName设置为同一个的时候,将会打进同一个包,这里分开打包

    2.在ui1中引用ui2,具体引用操作很简单,在ui1上挂个脚本,脚本里弄个publish GameObject prefab就好,如下图:


    然后将AssetBundle目录下的资源进行打包,打包过程其实很简单(BuildAssetBundleOptions选择不同的压缩格式,压缩比不一样,在Profiler中SerializedFile大小也不一样,加载后加压的速度也不一样,可酌情考虑使用),过程如下:

using UnityEngine;
using System.Collections;
using UnityEditor;
public class CreateAssetBundles : Editor
{
    [MenuItem("Tools/Build AssetBundles")]
    static void BuildAllAssetBundles()
    {
        BuildPipeline.BuildAssetBundles(Application.dataPath + "/AssetBundles", BuildAssetBundleOptions.UncompressedAssetBundle,BuildTarget.Android);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        Debug.LogWarning("打包成功");
    }
}
打包后的结果如下:


打包的时候,在输出的bundle所在的文件夹内还会生成一个总的manifest文件,叫做[文件夹名].manifest,我们看看都生成了什么文件,


前面三个文件和后面三个文件是新生成的,其实我们用到的也就是这几个文件。在AssetBundles.manifest中我们看到


这里记录了我们打包的所有的assetBundle的信息,其中info_0中记录了ui1中引用了ui2。再看看ui1.manifest文件,


这里也记录了ui1引用了哪些assetBundle。

3.加载assetBundle

   前面提到ui1中引用到了ui2的资源,所以这里分两种方式加载,一种是先加载ui1再加载ui2,另一种是先加载ui2再加载ui1,看看这两种方式有什么区别。

 (1)先加载ui1后加载ui2

 void Load()
    {
        //加载assetBundleManifest文件  
        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
        if (assetBundleManifest != null)  
        {
            AssetBundleManifest manifest = (AssetBundleManifest)assetBundleManifest.LoadAsset("AssetBundleManifest");

            //先加载ui1
            AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/ui1");
            GameObject obj = bundle.LoadAsset("ui1") as GameObject;
            if (obj != null)
            {
                Instantiate(obj);
            }
            //后加载ui1的依赖文件
            string[] depends = manifest.GetAllDependencies("ui1");
            AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
            for (int index = 0; index < depends.Length; index++)
            {
                dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]);
            }
        }  
    }  
结果如下图:


所以这里先加载ui1后加载ui1的依赖文件ui2,Relation中的prefab居然没有missing惊恐。我可记得在4.X的版本中必须先要加载依赖文件才行的啊惊恐

(2)在加载依赖文件ui2再加载ui1,

 void Load()
    {
        //加载assetBundleManifest文件  
        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
        if (assetBundleManifest != null)  
        {
            AssetBundleManifest manifest = (AssetBundleManifest)assetBundleManifest.LoadAsset("AssetBundleManifest");
            //加载ui1的依赖文件
            string[] depends = manifest.GetAllDependencies("ui1");
            AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
            for (int index = 0; index < depends.Length; index++)
            {
                dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]);
            }
            //加载ui1
            AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/ui1");
            GameObject obj = bundle.LoadAsset("ui1") as GameObject;
            if (obj != null)
            {
                Instantiate(obj);
            }
            
        }  
    }                                          


这种情况ui2出来可以正常理解了。

(3)只加载ui1,不加载依赖文件ui2

void Load()
    {
        //加载assetBundleManifest文件  
        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
        if (assetBundleManifest != null)  
        {
            AssetBundleManifest manifest = (AssetBundleManifest)assetBundleManifest.LoadAsset("AssetBundleManifest");
            //加载ui1的依赖文件
            //string[] depends = manifest.GetAllDependencies("ui1");
            //AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
            //for (int index = 0; index < depends.Length; index++)
            //{
            //    dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]);
            //}
            //加载ui1
            AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/ui1");
            GameObject obj = bundle.LoadAsset("ui1") as GameObject;
            if (obj != null)
            {
                Instantiate(obj);
            }
            
        }  
    }  




这种情况必须missing啊。

so,问题出来了,本测试中使用的是unity5.4.3p2,为何步骤(1)中ui1依赖的文件ui2后加载也能出来?尴尬,暂时不知为何,看官如果知道可否指点一二害羞

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