打包(脚本放到Editor文件夹下):
[MenuItem("Framework/Build iPhone Resource", false, 100)]
public static void BuildiPhoneResource()
{
BuildTarget target;
target = BuildTarget.iOS;
BuildAssetResource(target);
}
[MenuItem("Framework/Build Android Resource", false, 101)]
public static void BuildAndroidResource()
{
BuildAssetResource(BuildTarget.Android);
}
[MenuItem("Framework/Build WebGL Resource", false, 101)]
public static void BuildWebGLResource()
{
BuildAssetResource(BuildTarget.WebGL);
}
[MenuItem("Framework/Build Windows Resource", false, 102)]
public static void BuildWindowsResource()
{
BuildAssetResource(BuildTarget.StandaloneWindows);
}
/// <summary>
/// 生成绑定素材
/// </summary>
private static void BuildAssetResource(BuildTarget _target)
{
string streamPath = Application.streamingAssetsPath;
BuildPipeline.BuildAssetBundles(streamPath, BuildAssetBundleOptions.None, _target);
AssetDatabase.Refresh();
}
将需要打包的素材(最好是做成预设)在AssetLabels面板设置好AssetBundle名称和后缀名之后就可以在菜单栏的Framework菜单下进行打包了,需要注意选则要发布的平台。如果设置的AssetBundle名称及后缀相同,则会打到一个AssetBundle包中。
加载:
string _path = string.Format("{0}/{1}.asset", Application.streamingAssetsPath, _name);
#if !UNITY_WEBGL||UNITY_EDITOR
AssetBundle _ab = AssetBundle.LoadFromFile(_path);
Transform newTarget = Instantiate<GameObject>(_ab.LoadAsset(_name) as GameObject, target).transform;
newTarget.DOScale(new Vector3(0, 0, 0), 0.2f).From();
_ab.Unload(false);
#else
StartCoroutine(GetAsset(_path,_name));
#endif
private IEnumerator GetAsset(string _path,string _name)
{
WWW _www = new WWW(_path);
yield return _www;
if (null == _www.error)
{
AssetBundle _ab = _www.assetBundle;
Transform newTarget = Instantiate<GameObject>(_ab.LoadAsset(_name) as GameObject, target).transform;
newTarget.DOScale(new Vector3(0, 0, 0), 0.2f).From();
_ab.Unload(false);
}
else
{
print(_www.error);
}
}
至此看起来和之前都没有啥不同,但是!!5.0之前的Unity打包的时候会在包里指定mainAsset,现在去获取的话只能得到null (/ □ \),所以加载的时候一定要注意,使用LoadAssett(Name)的方式进行加载。