using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class LoadFromFileExample : MonoBehaviour {
string path;
void Start () {
path = "AssetBundle/scene/cubewall.unity3d";//路径
AssetBundle.LoadFromFile("AssetBundle/material/wood.unity3d");//加载依赖贴图,材质
// StartCoroutine(LoadAssetBundleFromMemoryAsync());
// LoadAssetBundleFromMemory();
// LoadFromFile();
StartCoroutine(LoadFromFileAsyn());
}
#region 第一种类型
//第一种加载异步
IEnumerator LoadAssetBundleFromMemoryAsync()
{
AssetBundleCreateRequest createRequest = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
yield return createRequest;
AssetBundle AB = createRequest.assetBundle;
GameObject obj = AB.LoadAsset<GameObject>("cube");
Instantiate(obj);
}
//第一种同步加
AssetBundle加载的四种方式
最新推荐文章于 2024-07-07 12:38:17 发布
本文详细介绍了Unity中AssetBundle的四种加载方式,包括:异步加载、同步加载、从Resources加载和Warmup预加载。通过实例解析了每种加载方式的使用场景和优缺点,帮助开发者更高效地管理游戏资源。
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