untiy中的AssetBundle资源打包

目录

1.加载文件有三种方式: 同步加载本地文件,异步加载本地文件,从web加载文件

2.加载依赖的包:AssetBundle-AssetBundleManifest   

3.编辑器


1.加载文件有三种方式: 同步加载本地文件,异步加载本地文件,从web加载文件

  •   同步加载本地文件:
void  Start()
   {
       string path = "AssetBundles/scene/cube.unity3d";
       AssetBundle ab = AssetBundle.LoadFromFile(path);
        AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
       GameObject wallPrefab = ab.LoadAsset<GameObject>("Cube");
       Instantiate(wallPrefab);
   }
  • 异步加载本地文件:
   IEnumerator   Start()
   {
       string path = "AssetBundles/scene/cube.unity3d";
       AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
       yield return request;
       AssetBundle ab = request.assetBundle;
       AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
       GameObject wallPrefab = ab.LoadAsset<GameObject>("Cube");
       Instantiate(wallPrefab);
   }

  • 从web加载文件:
IEnumerator   Start()
   {
       string path = "AssetBundles/scene/cube.unity3d";
       string uri = @"file:///E:\unityPractice\AssetBuddleProject\AssetBundles\scene\cube.unity3d";
       UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri);
       yield return request.SendWebRequest ();
       //AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
       AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
       AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
       GameObject wallPrefab = ab.LoadAsset<GameObject>("Cube");
       Instantiate(wallPrefab);
   }

  

2.加载依赖的包:AssetBundle-AssetBundleManifest   

  • 加载所有的ab包(manifest.GetAllAssetBundles())

    void Start()
    {
        AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        foreach (string name in manifest.GetAllAssetBundles())
        {
            print(name);
        }
    }

  • 加载方块所有依赖的物体(manifest.GetAllDependencies())
void Start()
    {
        string path = "AssetBundles/scene/cube.unity3d";
        AssetBundle ab = AssetBundle.LoadFromFile(path);
        GameObject cubePrefab = ab.LoadAsset<GameObject>("Cube");
        Instantiate(cubePrefab);//此时实例化出来的方块没有材质

        AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");

        string[] strs = manifest.GetAllDependencies ("scene/cube.unity3d");//取得方块所有依赖的物体
        foreach (string name in strs)
        {
            print(name);  //share.unity3d
            AssetBundle.LoadFromFile("AssetBundles/" + name);//此时加载出来了材质
        }
    }

 

3.编辑器

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);
    }
}

 

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值