1、 从Resources文件夹下加载prefab物体
GameObject obj;
//prefabname:不需要后缀名
obj = (GameObject)Instantiate(Resources.Load(prefabname));
修改obj的参数
obj.transform.parent=
obj.name = id;
2、 动态加载对象,动态对象包放在exe同目录的Object文件夹下
GameObject obj;
DLAsset(url);
{
}
3、 动态加载对象,对象包在web服务器某目录下
{
}
{
{
}
{
}
{
}
CabDicHS.Add(deviceid, obj);
GameObject obj;
//prefabname:不需要后缀名
obj = (GameObject)Instantiate(Resources.Load(prefabname));
修改obj的参数
obj.transform.parent=
obj.transform.position
= 世界坐标
obj.name = id;
2、 动态加载对象,动态对象包放在exe同目录的Object文件夹下
GameObject obj;
if (!prefabname.Contains(".unity3d"))
prefabname = prefabname +
".unity3d";
string exepath =
System.IO.Directory.GetCurrentDirectory();
string url =
exepath + "/Object/" +
prefabname;
DLAsset(url);
public
IEnumerator DLAsset(string
url)
{
WWW
www = new
WWW(url);
yield
return www;
obj = (GameObject)Instantiate(www.assetBundle.mainAsset);
}
3、 动态加载对象,对象包在web服务器某目录下
string
url;
if (!modelName.Contains(".unity3d"))
fullModName =
modelName + ".unity3d";
if (Application.platform ==
RuntimePlatform.WindowsWebPlayer)
{
url = Application.dataPath +
"/model/" + fullModName;
}
//静态加载对象,预制件必须在Resources文件夹下
else
if (Application.platform ==
RuntimePlatform.WindowsEditor)
{
url =
"file://" + Application.dataPath +
"/" + fullModName;
}
else//动态加载对象,动态对象包放在exe同目录的Object文件夹下
{
url =
Application.dataPath +
"/Object/" + fullModName;
}
url = devinforservip+"/jsp/web/model/" +
fullModName;
WWW wwwgl = new
WWW(url);
yield return wwwgl;
wwwObj.Add(wwwnub,
wwwgl);
try
{
objt = wwwgl.assetBundle.mainAsset;
ModObj.Add(modelName,
objt);
}
catch
{
LogInfo =
"获取模型 " +
url+"出错,或者模型不存在!";
}
obj = (GameObject)Instantiate(objt);
obj.transform.position =
new Vector3(x,
y, z);
obj.transform.localEulerAngles =
new Vector3(rx,
ry, 0);
obj.name =
deviceid;
obj.transform.parent =
GameObject.FindWithTag(parentid).transform;
CabDicHS.Add(deviceid, obj);