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
GameObject go=ab.LoadAsset<GameObject>("cube");
Instantiate(go);
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