标签:public color images man creat code 路径 str path
一、创建AssetBundle
1、在资源的Inspector视图下有一个AssetBundle的UI,第一个选项表示AssetBundle名称,第二个用于设置AssetBundle Variant,主要用于在不同版本资源的使用和动态替换AssetBundle。
2、在Unity的Assets文件夹下创建Editor文件夹,创建一个C#脚本,用于创建AssetBundle,代码如下:
using UnityEngine; using UnityEditor; public class TestAssetBundles : MonoBehaviour { [MenuItem("Custom Editor/Build AssetBunldes")] static void CreateAssetBundlesMain() { BuildPipeline.BuildAssetBundles("Assets/StreamingAssets", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64); } }
注:这里的MenuItem是用于在Unity编辑器的菜单上添加一个菜单项。输出路径为Assets下的StreamingAssets文件夹(确保存在)。
3、选择菜单栏中的Custom Editor->Build AssetBundles命令,即可在输出路径中看到打包的AssetBundle。
生成的AssetBundle:
这里的test.assetbundle即是要上传到服务器上下载的AssetBundle文件(如果有依赖关系,还要上传test.assetbundle.manifest文件)。
二、下载AssetBundle并加载
using System.Collections; using UnityEngine; public class loadasset : MonoBehaviour { void Start () { StartCoroutine("loadAssetBundle"); } IEnumerator loadAssetBundle() { string assetBundlePath = "file://" + Application.dataPath + "/StreamingAssets/test.assetbundle"; Debug.Log(assetBundlePath); WWW www = WWW.LoadFromCacheOrDownload(assetBundlePath, 0); yield return www; if (www.error == null) { AssetBundle myLoadAssetBundle = www.assetBundle; AssetBundleRequest request = myLoadAssetBundle.LoadAssetAsync("park", typeof (GameObject)); yield return request; GameObject obj = request.asset as GameObject; Instantiate(obj); myLoadAssetBundle.Unload(false); } else { Debug.Log(www.error); yield return null; } } }
以上便是主要步骤。
标签:public color images man creat code 路径 str path
原文地址:http://www.cnblogs.com/lurenjiashuo/p/unity3d-assetbundle-workflow.html