AssetBundle使用

1.如何制作出AB文件
编写如下代码:
脚本放在必须在工程目录下的Editor
Assets下面会出现Build AssetBundles
using UnityEditor;
using System.IO;
public class CreateAssetBundles  
{
    [MenuItem("Assets/Build AssetBundles")]
    static void BuildAllAssetBundles()
    {
        string dir = "AssetBundles";
        if( Directory.Exists(dir)==false)
        {
         Directory.CreateDirectory(dir);
        }
       BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64);
    }
}
可去根文件目录下查看,导出的AB文件。

2.根据导出的AB文件,场景运行的时候实例化出来

这个只是其中的一种而已喽,最简单的

AssetBundle ab=AssetBundle.LoadFromFile("AssetBundles/scence/cube.unity3d");
GameObject go=ab.LoadAsset<GameObject>("cube");
Instantiate(go);

复杂的来了

IEnumerator Start () {
        string path = "AssetBundles/cubewall.unity3d";
        //AssetBundle ab = AssetBundle.LoadFromFile(path);
        //GameObject wallPrefab = ab.LoadAsset<GameObject>("CubeWall");
        //Instantiate(wallPrefab);

        //AssetBundle ab2 = AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
        //Object[] objs= ab.LoadAllAssets();
        //foreach(Object o in objs)
        //{
        //    Instantiate(o);
        //}

        //第一种加载AB的方式 LoadFromMemoryAsync
        //AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
        //yield return request;
        //AssetBundle ab = request.assetBundle;
        //AssetBundle ab = AssetBundle.LoadFromMemory(File.ReadAllBytes(path));

        //第二种加载AB的方式 LoadFromFile
        //AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
        //yield return request;
        //AssetBundle ab = request.assetBundle;

        //第三种加载AB的方式 WWW
        //while(Caching.ready == false)
        //{
        //    yield return null;
        //}

        file://  file:///
        WWW www = WWW.LoadFromCacheOrDownload(@"file:/E:\Unity Project Workspace\AssetBundleProject\AssetBundles\cubewall.unity3d", 1);
        //WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/cubewall.unity3d", 1);
        //yield return www;
        //if ( string.IsNullOrEmpty(www.error)==false )
        //{
        //    Debug.Log(www.error);yield break ;
        //}
        //AssetBundle ab = www.assetBundle;

        //第四种方式 使用UnityWebRequest
        //string uri = @"file:///E:\Unity Project Workspace\AssetBundleProject\AssetBundles\cubewall.unity3d";
        string uri = @"http://localhost/AssetBundles/cubewall.unity3d";
        UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri);
        yield return request.Send();
        //AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
        AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
        
        //使用里面的资源
        GameObject wallPrefab = ab.LoadAsset<GameObject>("CubeWall");
        Instantiate(wallPrefab);
    }

3.当使用服务器加载文件当中的物体的时候,材质不会一同加载,必须通过加载这个包的依赖加载相应的材质和贴图

        AssetBundle manifestAB =  AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        //加载这个名字的包的依赖
        string[] strs =  manifest.GetAllDependencies("cubewall.unity3d");
        foreach (string name in strs)
        {
            print(name);
 AssetBundle.LoadFromFile("AssetBundles/" + name);

}

4.卸载AssetBundle

5.想了解更多,请查阅API



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