AssetBundle加载

四种加载方式:

一、AssetBundle.LoadFromMemoryAsync

using UnityEngine;
using System.Collections;
using System.IO;

public class Example : MonoBehaviour
{
    IEnumerator LoadFromMemoryAsync(string path)
    {
        AssetBundleCreateRequest createRequest = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
        yield return createRequest;
        AssetBundle bundle = createRequest.assetBundle;
        var prefab = bundle.LoadAsset<GameObject>("MyObject");
        Instantiate(prefab);
    }
}

二、AssetBundle.LoadFromFile

using UnityEngine;
using System.Collections;
using System.IO;

public class LoadFromFileExample : MonoBehaviour
{
    void Start()
    {
        var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle"));
        if (myLoadedAssetBundle == null)
        {
            Debug.Log("Failed to load AssetBundle!");
            return;
        }

        var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject");
        Instantiate(prefab);

        myLoadedAssetBundle.Unload(false);
    }
}

三、WWW.LoadFromCacheOrDownload

using UnityEngine;
using System.Collections;

public class LoadFromCacheOrDownloadExample : MonoBehaviour
{
    IEnumerator Start()
    {
        while (!Caching.ready)
            yield return null;

        using (var www = WWW.LoadFromCacheOrDownload("http://myserver.com/myassetBundle.unity3d", 5))
        {
            yield return www;
            if (!string.IsNullOrEmpty(www.error))
            {
                Debug.Log(www.error);
                yield return null;
            }
            var myLoadedAssetBundle = www.assetBundle;

            var asset = myLoadedAssetBundle.mainAsset;
        }
    }
}

四、UnityWebRequest

IEnumerator InstantiateObject()

    {
        string uri = "file:///" + Application.dataPath + "/AssetBundles/" + assetBundleName;        UnityEngine.Networking.UnityWebRequest request = UnityEngine.Networking.UnityWebRequest.GetAssetBundle(uri, 0);
        yield return request.Send();
        AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
        GameObject cube = bundle.LoadAsset<GameObject>("Cube");
        GameObject sprite = bundle.LoadAsset<GameObject>("Sprite");
        Instantiate(cube);
        Instantiate(sprite);
    }

 

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