首先创建Editor文件夹,在此文件夹下创建Create Asset bundle脚本文件对资源进行打包,代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class CreateAssetbundles
{
[MenuItem("Assetbundles/BuildAssetBundles")]
static void BuildAssetbundles()
{
string streamPath = Application.streamingAssetsPath;
if (!Directory.Exists(streamPath))
{
Directory.CreateDirectory(streamPath);
}
BuildPipeline.BuildAssetBundles(streamPath,BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows);
}
}
接下来介绍加载资源的四三方法:创建Load from file脚本文件,:
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class Loadfromfile : MonoBehaviour {
private void Start()
{
//LoadPrefabs();
// LoadPrefabs2();
LoadPrefabs3();
}
void LoadPrefabs()//第一种从内存中加载
{
string path = Application.streamingAssetsPath + "/player.unity3d";
// File.ReadAllBytes(path) 是把本地资源加到内存中去
//LoadFromMemory 再从内存中加载
AssetBundle ab = AssetBundle.LoadFromMemory(File.ReadAllBytes(path));
Object[] obj = ab.LoadAllAssets<GameObject>();
foreach (var o in obj)
{
Instantiate(o);
}
}
void LoadPrefabs2()//第二种直接从本地加载
{
string path = Application.streamingAssetsPath + "/player.unity3d";
AssetBundle ab = AssetBundle.LoadFromFile((path));
Object[] obj = ab.LoadAllAssets<GameObject>();
foreach (var o in obj)
{
Instantiate(o);
}
}
void LoadPrefabs3()//第三种利用www从本地加载
{
string path ="file://"+ Application.streamingAssetsPath + "/player.unity3d";
WWW www= WWW.LoadFromCacheOrDownload(path,1);
AssetBundle ab = www.assetBundle;
Object[] obj = ab.LoadAllAssets<GameObject>();
foreach (var o in obj)
{
Instantiate(o);
}
}
}
每个方法结果是相同的:
下一节介绍加载资源之间的依赖关系
相关知识借鉴:https://www.bilibili.com/video/av40307996?from=search&seid=2999299457993702151