第一步:设置好AssetBundle
第二步:代码实现,打包本地,需要编译器扩展
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEditor;
public class AssetBuildr{
[MenuItem("Assets/MyAssetBundle")]
static void TextAssetBuildr()
{
//保存AssetBundle资源
string str = "AssetBundle";
if(Directory.Exists(str)==false)
{
//创建文件
Directory.CreateDirectory(str);
}
BuildPipeline.BuildAssetBundles("AssetBundle",BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows64);
}
}
第三步:本地使用
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoadAsset : MonoBehaviour {
//