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:
- 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)。
- 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。