AssetBundle

1.制作AB包

新建Editor文件夹,创建实体类继承Editor,加上特性[MeneItem(string)]

using UnityEditor;
using System.IO;

public class Test : Editor {
    [MenuItem("Tools/BuildAllAssetBundles")]  特性
    public static void BuildAllAssetBundles()
    {
        string path = Application.streamingAssetsPath;//AB包存放文件夹
        if (!Directory.Exists(path))
        {
            Directory.CreateDirectory(path);
        }
        BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);//AB包存放路径;AB包压缩方式;AB包支持平台
    }
}

2.加载AB包

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;

/*
*创建者:
*创建时间:
*描述:
*版本:
*/
public class TestAB : MonoBehaviour
{
    string path=Application.streamingAssetsPath+"/sphere";//打包后的预设
    // Start is called before the first frame update
    void Start()
    {
        //StartCoroutine(LoadFromMemory(path));
        //LoadFile();
        StartCoroutine(LoadFromServer());
    }

    // Update is called once per frame
    void Update()
    {
        
    }
    //从内存异步加载
    IEnumerator LoadFromMemory(string path)
    {
        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
        yield return request;
        AssetBundle ab=request.assetBundle;
        GameObject sphere = ab.LoadAsset<GameObject>("Sphere");//Sphere:原预设体,可在资源文件mainfest中查看
        Instantiate(sphere);
    }
    //从本地文件加载
    void LoadFile()
    {
        AssetBundle ab = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "sphere"));
        GameObject go = ab.LoadAsset<GameObject>("sphere");
        Instantiate(go);
    }
    //从远程服务器加载
    IEnumerator LoadFromServer()
    {
        string path = "file:///" + Application.streamingAssetsPath + "/sphere";//AB包
        UnityWebRequest request= UnityWebRequestAssetBundle.GetAssetBundle(path);
        //UnityWebRequestAsyncOperation uwr = request.SendWebRequest();
        //yield return uwr;
        yield return request.SendWebRequest();
        AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
        GameObject qiu = ab.LoadAsset<GameObject>("Sphere");//Sphere:原预设体
        Instantiate(qiu);

    }
}

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