原文链接:http://www.xuanyusong.com/archives/2405
1.打包prefab
using UnityEngine;
using System.Collections;
using UnityEditor;
//选择的物体放在不同的AB
public class CreateAB_Respectively : MonoBehaviour {
[MenuItem("Custom Editor/Create AssetBunldes Main")]
static void CreateAssetBunldesMain()
{
//获取在Project视图中选择的所有游戏对象
Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
//遍历所有的游戏对象
foreach (Object obj in SelectedAsset)
{
string sourcePath = AssetDatabase.GetAssetPath(obj);
//本地测试:建议最后将Assetbundle放在StreamingAssets文件夹下,如果没有就创建一个,因为移动平台下只能读取这个路径
//StreamingAssets是只读路径,不能写入
//服务器下载:就不需要放在这里,服务器上客户端用www类进行下载。
string targetPath = Application.dataPath + "/StreamingAssets/" + obj.name + ".assetbundle";
if (BuildPipeline.BuildAssetBundle(obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
Debug.Log(obj.name + "资源打包成功");
}
else
{
Debug.Log(obj.name + "资源打包失败");
}
}
//刷新编辑器
AssetDatabase.Refresh();
}
}
using UnityEngine;
using System.Collections;
using UnityEditor;
//选择的物体放在同一个AB
public class CreateAB_Together : MonoBehaviour {
[MenuItem("Custom Editor/Create AssetBunldes ALL")]
static void CreateAssetBunldesALL()
{
Caching.CleanCache();
string Path = Application.dataPath + "/StreamingAssets/ALL.assetbundle";
Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
foreach (Object obj in SelectedAsset)
{
Debug.Log("Create AssetBunldes name :" + obj);
}
//这里注意第二个参数就行
if (BuildPipeline.BuildAssetBundle(null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies))
{
AssetDatabase.Refresh();
}
else
{
}
}
}
2.打包场景
using UnityEngine;
using System.Collections;
using UnityEditor;
//打包场景
//把11.unity场景文件打包到MyScene.unity3d文件中,
//所以在解包的时候也应当是先解开MyScene.unity3d,然后在去加载11.unity场景,
//无需在ProjectSetting中注册新场景。
public class CreateAB_Scene : MonoBehaviour {
[MenuItem("Custom Editor/Create Scene")]
static void CreateSceneALL ()
{
//清空一下缓存
Caching.CleanCache();
string Path = Application.dataPath + "/StreamingAssets/" + "/MyScene.unity3d";
string[] levels = {"Assets/TestAB/11.unity"};
//打包场景
BuildPipeline.BuildStreamedSceneAssetBundle(levels,Path,BuildTarget.StandaloneWindows64,BuildOptions.BuildAdditionalStreamedScenes);
//BuildPipeline.BuildPlayer( levels, Path, BuildTarget.WebPlayer, BuildOptions.BuildAdditionalStreamedScenes);
AssetDatabase.Refresh ();
}
}
3.读出AssetBundle
using UnityEngine;
using System.Collections;
public class RunScript : MonoBehaviour {
//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif
void OnGUI()
{
if(GUILayout.Button("Main Assetbundle"))
{
StartCoroutine(LoadMainGameObject(PathURL + "Cube.assetbundle"));
StartCoroutine(LoadMainGameObject(PathURL + "Cube2.assetbundle"));
}
if(GUILayout.Button("ALL Assetbundle"))
{
StartCoroutine(LoadALLGameObject(PathURL + "ALL.assetbundle"));
}
if (GUILayout.Button("Open Scene"))
{
StartCoroutine(LoadScene());
}
}
//读取一个资源
private IEnumerator LoadMainGameObject(string path)
{
WWW bundle = WWW.LoadFromCacheOrDownload(path, 5);
yield return bundle;
yield return Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
}
//读取全部资源
private IEnumerator LoadALLGameObject(string path)
{
WWW bundle = WWW.LoadFromCacheOrDownload(path, 5);
yield return bundle;
//通过Prefab的名称把他们都读取出来
Object obj0 = bundle.assetBundle.Load("Cube");
Object obj1 = bundle.assetBundle.Load("Cube2");
//加载到游戏中
yield return Instantiate(obj0);
yield return Instantiate(obj1);
bundle.assetBundle.Unload(false);
}
//读取场景
private IEnumerator LoadScene()
{
WWW download = WWW.LoadFromCacheOrDownload("file://" + Application.dataPath + "/StreamingAssets/" + "/MyScene.unity3d", 1);
yield return download;
var bundle = download.assetBundle;
Application.LoadLevel ("11");
}
}