unity5.4版本打包AssetBundle与加载(避免材质丢失网格丢失)
打包AssetBundle 有各种依赖关系要处理,针对不同的项目具体的打包策略也不同,这里假定是单个不重用的资源打包 完全没有任何依赖,做一个最基础的AssetBundle打包和加载的记录。
打包的代码
using
UnityEngine;
using
UnityEditor;
using
System.IO;
public
class
AutoCreateAssetBundle
:
Editor
{
public
static
string
sourcePath =
Application
.dataPath +
"/Resources"
;
const
string
AssetBundlesOutPutPath =
"Assets/StreamingAssets"
;
[
MenuItem
(
"Tools/Build"
)]
public
static
void
CreateAssetBundle()
{
string
outputPath =
Path
.Combine(AssetBundlesOutPutPath,
Platform
.GetPlatformFloder(
EditorUserBuildSettings
.activeBuildTarget));
if
(!
Directory
.Exists(outputPath))
{
Directory
.CreateDirectory(outputPath);
}
BuildPipeline
.BuildAssetBundles(outputPath,
BuildAssetBundleOptions
.None,
EditorUserBuildSettings
.activeBuildTarget);