Unity3D五、unity3d将资源放在服务器动态加载

①在unity3d的帮助文档复制相关代码。

 

 

在unity3d编辑器中,新建C# script,取名为ExportAssetBundles,该脚本必须存储在unity3d项目(Project)面板的Editor目录下。内容为:

// Builds an asset bundle from the selected objects in the project view,
// and changes the texture format using an AssetPostprocessor.

using UnityEngine;
using UnityEditor;

public class ExportAssetBundles {
    
    // Store current texture format for the TextureProcessor.
    public static TextureImporterFormat textureFormat;
    
    [MenuItem("Assets/Build AssetBundle From Selection - PVRTC_RGB2")]
    static void ExportResourceRGB2 () {
        textureFormat = TextureImporterFormat.PVRTC_RGB2;
        ExportResource();       
    }   
    
    [MenuItem("Assets/Build AssetBundle From Selection - PVRTC_RGB4")]
    static void ExportResourceRGB4 () {
        textureFormat = TextureImporterFormat.PVRTC_RGB4;
        ExportResource();
    }
    
    static void ExportResource () {
        // Bring up save panel.
        string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
        
        if (path.Length != 0) {
            // Build the resource file from the active selection.
            Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
            
            foreach (object asset in selection) {
                string assetPath = AssetDatabase.GetAssetPath((UnityEngine.Object) asset);
                if (asset is Texture2D) {
                    // Force reimport thru TextureProcessor.
                    AssetDatabase.ImportAsset(assetPath);
                }
            }
            
            BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
            Selection.objects = selection;
        }
    }
}

但是网上还有另外一种写法:

// C# Example

// Builds an asset bundle from the selected objects in the project view.

// Once compiled go to "Menu" -> "Assets" and select one of the choices

// to build the Asset Bundle

 

using UnityEngine;

using UnityEditor;

 

public class ExportAssetBundles {

[MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")]

static void ExportResource () {

// Bring up save panel

string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");

if (path.Length != 0) {

// Build the resource file from the active selection.

Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);

Selection.objects = selection;

}

}

[MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]

static void ExportResourceNoTrack () {

// Bring up save panel

string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");

if (path.Length != 0) {

// Build the resource file from the active selection.

BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);

}

}

}

我们这里按这种写法写。

这时候,在菜单Assets中,我们会发现多了两项新的菜单列表。

之前的菜单为:

 

 

之后的菜单为:

  1. Build AssetBundle From Selection - Track dependencies,顾名思义,它能通过当前选中的物体创建AssetBundles数据资源,并且该数据资源包含所有的关联物体。比如,子物体和其他组件(components)。
  2. Build AssetBundle From Selection - No dependency tracking,很明显,这种方法同上面是相对应的,它不包含关联物体,而仅仅输出选中物体本身。

②导出unity3d文件。

右键

③将导出的unity3d文件放到服务器。

在eclipse新建maven的war工程。两个主要的配置文件内容为:

web.xml文件内容为:

<?xml version="1.0" encoding="UTF-8"?>
<web-app xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xmlns="http://java.sun.com/xml/ns/javaee"
	xsi:schemaLocation="http://java.sun.com/xml/ns/javaee http://java.sun.com/xml/ns/javaee/web-app_2_5.xsd"
	version="2.5">	
  
	
  <servlet>
  	<servlet-name>springmvc</servlet-name>
  	<servlet-class>org.springframework.web.servlet.DispatcherServlet</servlet-class>
  	<!-- 指定加载的配置文件 ,通过参数contextConfigLocation加载-->
  	<init-param>
  		<param-name>contextConfigLocation</param-name>
  		<param-value>classpath:spring/springmvc.xml</param-value>
  	</init-param>
  </servlet>
  
  <servlet-mapping>
  	<servlet-name>springmvc</servlet-name>
  	<url-pattern>*.do</url-pattern>
  </servlet-mapping>
	<servlet>

        <servlet-name>default</servlet-name>
        <servlet-class>org.apache.catalina.servlets.DefaultServlet</servlet-class>
        <init-param>
            <param-name>debug</param-name>
            <param-value>0</param-value>
        </init-param>
        <!-- 可以让webapp目录下的文件和文件夹显示 -->
        <init-param>
            <param-name>listings</param-name>
            <param-value>true</param-value>    
        </init-param>
        <load-on-startup>1</load-on-startup>
    </servlet>
</web-app>

springmvc.xml的内容为:

<?xml version="1.0" encoding="UTF-8"?>
<beans xmlns="http://www.springframework.org/schema/beans"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:p="http://www.springframework.org/schema/p"
	xmlns:context="http://www.springframework.org/schema/context"
	xmlns:dubbo="http://code.alibabatech.com/schema/dubbo" xmlns:mvc="http://www.springframework.org/schema/mvc"
	xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans.xsd
        http://www.springframework.org/schema/mvc http://www.springframework.org/schema/mvc/spring-mvc.xsd
        http://code.alibabatech.com/schema/dubbo http://code.alibabatech.com/schema/dubbo/dubbo.xsd
        http://www.springframework.org/schema/context http://www.springframework.org/schema/context/spring-context.xsd">
	<mvc:resources location="/endlessrunnerassets/" mapping="/endlessrunnerassets/**" />

	
</beans>

然后复制导出的unity3d文件到webapp文件夹的新建的文件夹endlessrunnerassets下:

然后启动maven程序。

可以访问到该文件。

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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