AssetBundle二

using UnityEditor;
using System.IO;

//-----------------------打包--------------------------------
public class CreateAssetBundles
{
    [MenuItem("Assets/Build AssetBuilds")]
    static void BuildAllAssetBundle()
    {
        string assetbunldes_Path = "AssetBundles";
        if (!Directory.Exists(assetbunldes_Path))
        {
            Directory.CreateDirectory(assetbunldes_Path);
        }
        BuildPipeline.BuildAssetBundles(assetbunldes_Path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
    }
}
//-----------------------------------------------------------




using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.Experimental.Networking;

public class LoadFromFileExample : MonoBehaviour
{

    void Start()
    {

        //------------------------------一.AssetBundle同步加载----------------------------
        //AssetBundle ab = AssetBundle.LoadFromFile("AssetBundles/spherewall.unity3d");
        //AssetBundle ab2= AssetBundle.LoadFromFile("AssetBundles/share.unity3d");   //依赖关系,先加载依赖关系
        //GameObject wallPrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(wallPrefab);
        //--------------------------------------------------------------------------------


        //------------二.协程------------------------
        StartCoroutine(LoadFormMemoryAsync());
        //------------------------------------


        //---------------三.通过AssetBundleManifest获得某个包的依赖关系----------------------------
        AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        //foreach (string name in manifest.GetAllAssetBundles())
        //{
        //    Debug.Log(name);
        //}
        string[] strs = manifest.GetAllDependencies("spherewall.unity3d");
        foreach (var name in strs)
        {
            print(name);
            //AssetBundle.LoadFromFile("AssetBundles/" + name);
            AssetBundle.LoadFromFile(Path.Combine("AssetBundles", name));
        }
        //-----------------------------------------------------------------------------------------
    }

    IEnumerator LoadFormMemoryAsync()
    {
        //1、LoadFormMemoryAsync方式
        //string path = "AssetBundles/spherewall.unity3d";
        //AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
        //yield return request;
        //AssetBundle ab = request.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //2、LoadFromFileAsync方式
        //AssetBundleCreateRequest request =AssetBundle.LoadFromFileAsync(path);
        //yield return request;
        //AssetBundle ab = request.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //3、WWW
        //while (!Caching.ready)
        //{
        //    yield return null;
        //}
        //WWW www=WWW.LoadFromCacheOrDownload(@"F:\AssetBundle\AssetBundle\AssetBundles\spherewall.unity3d", 1);
        //yield return www;
        //if (www.error!=null)
        //{
        //    Debug.Log(www.error);
        //    yield break;
        //}
        //AssetBundle ab= www.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //4、服务器下载
        //while (!Caching.ready)
        //{
        //    yield return null;
        //}
        //WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/spherewall.unity3d", 1);
        //yield return www;
        //if (www.error != null)
        //{
        //    Debug.Log(www.error);
        //    yield break;
        //}
        //AssetBundle ab = www.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //5、UnityWebRequest方式
        //string uri = @"file:///F:\AssetBundle\AssetBundle\AssetBundles\spherewall.unity3d"; 
        string uri = @"http://localhost/AssetBundles/spherewall.unity3d";  //服务器地址
        UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri, 0);
        yield return request.Send();
        AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
        //AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
        GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        Instantiate(spherePrefab);

        //AssetBundleRequest abr = ab.LoadAssetAsync<GameObject>("SphereWall");
        //yield return abr;
        //GameObject spherePrefab = abr.asset as GameObject;
        //Instantiate(spherePrefab);
    }
}

个人防护装备实例分割数据集 一、基础信息 • 数据集名称:个人防护装备实例分割数据集 • 图片数量: 训练集:4524张图片 • 训练集:4524张图片 • 分类类别: 手套(Gloves) 头盔(Helmet) 未戴手套(No-Gloves) 未戴头盔(No-Helmet) 未穿鞋(No-Shoes) 未穿背心(No-Vest) 鞋子(Shoes) 背心(Vest) • 手套(Gloves) • 头盔(Helmet) • 未戴手套(No-Gloves) • 未戴头盔(No-Helmet) • 未穿鞋(No-Shoes) • 未穿背心(No-Vest) • 鞋子(Shoes) • 背心(Vest) • 标注格式:YOLO格式,适用于实例分割任务,包含边界框或多边形坐标。 • 数据格式:图片数据,来源于监控或相关场景。 、适用场景 • 工业安全监控系统开发:用于自动检测工人是否佩戴必要的个人防护装备,提升工作场所安全性,减少工伤风险。 • 智能安防应用:集成到监控系统中,实时分析视频流,识别PPE穿戴状态,辅助安全预警。 • 合规性自动化检查:在建筑、制造等行业,自动检查个人防护装备穿戴合规性,支持企业安全审计。 • 计算机视觉研究:支持实例分割、目标检测等算法在安全领域的创新研究,促进AI模型优化。 三、数据集优势 • 类别全面:覆盖8种常见个人防护装备及其缺失状态,提供丰富的检测场景,确保模型能处理各种实际情况。 • 标注精准:采用YOLO格式,每个实例都经过精细标注,边界框或多边形坐标准确,提升模型训练质量。 • 真实场景数据:数据来源于实际环境,增强模型在真实世界中的泛化能力和实用性。 • 兼容性强:YOLO格式便于与主流深度学习框架(如YOLO、PyTorch等)集成,支持快速部署和实验。
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