.unity3d格式的导出与加载

1.导出。unity3d格式资源:

http://game.ceeger.com/Script/BuildPipeline/BuildPipeline.BuildAssetBundle.html

这里我稍微改了一点点~~~代码如下:

using UnityEngine; using UnityEditor; using System.IO; public class BuildAssetBundlesFromDirectory { [@MenuItem("Asset/Build AssetBundles From Directory of Files")] static void ExportAssetBundles () { // Get the selected directory //获取选择的目录 string path = AssetDatabase.GetAssetPath(Selection.activeObject); Debug.Log("Selected Folder: " + path); if (path.Length != 0) { path = path.Replace("Assets/", ""); string [] fileEntries = Directory.GetFiles(Application.dataPath+"/"+path); foreach(string fileName in fileEntries) { string filePath = fileName.Replace("\\","/"); int index = filePath.LastIndexOf("/"); filePath = filePath.Substring(index+1); Debug.Log("filePath:"+filePath); string localPath = "Assets/" + path+"/"; if (index > 0) localPath += filePath; Object t = AssetDatabase.LoadMainAssetAtPath(localPath); if (t != null) { Debug.Log(t.name); string bundlePath = "Assets/" + path + "/" + t.name + ".unity3d"; Debug.Log("Building bundle at: " + bundlePath); // Build the resource file from the active selection. //从激活的选择编译资源文件 BuildPipeline.BuildAssetBundle (t, null, bundlePath, BuildAssetBundleOptions.CompleteAssets); } } } } }

注意:string filePath = fileName.Replace("\\","/"); 把“\”转化成“/”。“Assets/path/.prefab”和“path\.prefab”

把以上代码的脚本放到一个文件夹里面,选中该文件夹,再点击菜单栏上的按钮"Asset/Build AssetBundles From Directory of Files",就成功转成unity3d格式了


2.加载.unity3d:

function Start () { var www = new WWW ("file:///"+Application.dataPath+"/resourse/Cube.unity3d"); yield www; Instantiate(www.assetBundle.mainAsset); }注:Application.dataPath获取改程序的资源路径。



function Start () { var www = WWW.LoadFromCacheOrDownload("http://210.30.12.33:8080/YangChun/file/Cube.unity3d",5); yield www; if (www.error != null) { Debug.Log (www.error); return; } Instantiate(www.assetBundle.mainAsset); }
我试了一下用Resources类的方法还不能加载unity3d格式的文件。不过如果是本地加载的话直接加载prefab就可以了,用不着用unity3d格式了。貌似LoadFromCacheOrDownload方法只能加载.unity3d格式文件,我用Tomcat服务器小测了一下,可以达到缓存的效果。



3.加载场景的话:

先把场景转化成unity3d格式的。

注:以下代码的脚本必须放在Editor文件夹下(如果没有改文件,新建一个就行),BuildTarget注意哈,转化成不同的平台~~~BuildTarget.Andrdoid

@MenuItem ("Build/BuildWebplayerStreamed")

static function MyBuild(){

	var levels : String[] = ["Assets/yaya.unity"];

	BuildPipeline.BuildStreamedSceneAssetBundle( levels, "yaya.unity3d", BuildTarget.WebPlayer);//BuildTarget.Andrdoid

}
或者
 
@MenuItem ("Build/BuildWebplayerStreamed")

static function MyBuild(){

	BuildPipeline.BuildPlayer(["Assets/main.unity"],"VR.unity3d",BuildTarget.WebPlayer, BuildOptions.BuildAdditionalStreamedScenes); 

}



 
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.
	//下载压缩的场景。如果名为Streamed-Level1.unity3d的文件版本为5,预先下载并缓存。
	//然后Unity将完全跳过下载并直接从磁盘加载解压的场景。
	var download = WWW.LoadFromCacheOrDownload ("http://210.30.12.16:8080/chunge/yaya.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.
	//为了使场景LoadLevel可用,必须加载资源包
	//AssetBundle类,还可以强制卸载所有的资源和文件存储,一旦不再需要。
	var bundle = download.assetBundle;

	// Load the level we have just downloaded
	//加载刚才下载的关卡
	Application.LoadLevel ("yaya");//这里面的“yaya”是指“Assets/yaya.unity”而不是指“yaya.unity3d”
}




 
 

                
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