Unity5.x AssetBundle打包和加载深入分析
1.打包
unity 可以通过为资源设置assetBundleName的方式打包资源首先我们需要批量为资源设置assetBundleName
上代码:
public static void ReName()
{
Object[] objs = Selection.objects;
for (int i = 0; i < objs.Length; i++)
{
string path = AssetDatabase.GetAssetPath(objs[i]);
FileInfo dir = new FileInfo(path);
string parent = dir.Directory.Name;
AssetImporter.GetAtPath(path).assetBundleName = parent + "/" + objs[i].name;
if (i % 10 == 0)
{
bool isCancel = EditorUtility.DisplayCancelableProgressBar("修改中", path, (float)i / objs.Length);
if (isCancel)
{
EditorUtility.ClearProgressBar();
break;
}
}
}
EditorUtility.ClearProgressBar();