一、描述
1、Unity中可以将模型、地形、动画、贴图、shader等之类的资源加载成 AssetBundle
2、AssetBundle 是一种资源压缩包
3、使用AB包可以减小安装包的大小,资源可以在进入游戏的初始时进行网络下载或者更新
4、具体的AssetBundle 相关细节知识可百度查询,这里边我只介绍怎么用代码实现生成AB包和加载AB包
二、生成 AssetBundle(AB) 包
- 首先,将模型或者地形拖成
prefab
,动画、shader、UI等资源不需要拖成prefab
- 选中需要打包的资源,点击unity菜单栏——Tools——打包工具
- 弹出打包界面后选择【打包】按钮即可,最终生成
.p
的AB包,位置在【StreamingAssets/Dabao/】
三、加载 AssetBundle(AB) 包
加载AB包之前
如果是本地加载,则可以把需要加载的AB包提前放在指定文件夹中(需要和代码中设置的路径一致);
如果是远端加载,则可以直接从远端下载到本地,然后再加载
视情况而定,本文用的是直接从本地文件夹中加载
测试脚本【TestLoadModel.cs】
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class TestLoadModel : MonoBehaviour
{
/// <summary>
/// 所加载的AB的父物体
/// 可根据自己的项目情况调整
/// </summary>
public GameObject equipParent;
void Start()
{
LoadMode("JDModel",LoadOverStartEvent);
//LoadMode("XXX路", "XXX装备", LoadOverStartEvent);
}
/// <summary>
/// 加载建筑物
/// </summary>
/// <param name="buildName"></param>
/// <param name="finish"></param>
private void LoadMode(string buildName, Action finish)
{
int index = 1;
ResourcesLoadABManager.LoadAssetBundlesAnimAsync(buildName, "", BundleType.Build, (assetBundleObject) =>
{
GameObject obj = null;
if (assetBundleObject != null)
{
AssetBundle assetBundle = assetBundleObject.assetBundleCreateRequest.assetBundle;
string[] strs = assetBundleObject.assetBundleCreateRequest.assetBundle.GetAllAssetNames();
obj = Instantiate(assetBundle.LoadAsset<GameObject>(strs[0]));
obj.transform.parent = equipParent.transform;
index--;
if (index == 0)
{
finish?.Invoke();
}
}
});
}
/// <summary>
/// 加载模型、地形
/// </summary>
/// <param name="terrainName"></param>
/// <param name="equipName"></param>
/// <param name="finish"></param>
private void LoadMode(string terrainName, string equipName, Action finish)
{
int index = 2;
ResourcesLoadABManager.LoadAssetBundlesAnimAsync(terrainName, "", BundleType.Terrain,
(assetBundleObject) =>
{
Debug.LogError("加载场景中......");
Debug.LogError("场景名称" + terrainName);
GameObject obj1 = null;
if (assetBundleObject != null)
{
AssetBundle assetBundle = assetBundleObject.assetBundleCreateRequest.assetBundle;
string[] strs = assetBundleObject.assetBundleCreateRequest.assetBundle.GetAllAssetNames();
obj1 = Instantiate(assetBundle.LoadAsset<GameObject>(strs[0]));
index--;
if (index == 0)
{
finish?.Invoke();
}
}
});
ResourcesLoadABManager.LoadAssetBundlesAnimAsync(equipName, "", BundleType.Equip,
(assetBundleObject) =>
{
Debug.LogError("加载模型中......");
Debug.LogError("模型名称" + equipName);
GameObject obj = null;
if (assetBundleObject != null)
{
AssetBundle assetBundle = assetBundleObject.assetBundleCreateRequest.assetBundle;
string[] strs = assetBundleObject.assetBundleCreateRequest.assetBundle.GetAllAssetNames();
obj = Instantiate(assetBundle.LoadAsset<GameObject>(strs[0]));
obj.transform.parent = equipParent.transform;
Vector3 equip_position = new Vector3(-326.505f, 37.688f, 1875.078f);
Vector3 rotation = new Vector3(0f, 353.297f, 0f);
obj.transform.position = equip_position;
obj.transform.eulerAngles = rotation;
index--;
if (index == 0)
{
finish?.Invoke();
}
}
});
}
/// <summary>
/// 加载AB包后开始执行事件
/// </summary>
private void LoadOverStartEvent()
{
Debug.LogError("加载AB包完成,开始事件......");
// TODO...
}
}
相关链接
链接:https://pan.baidu.com/s/1a-dKySaisWP2zDTl9pmFIw?pwd=0q58
提取码:0q58
–来自百度网盘超级会员V7的分享
链接:https://pan.baidu.com/s/1FUJMMUIyfUJPiGOpChUcuw?pwd=g3m4
提取码:g3m4
–来自百度网盘超级会员V7的分享