设置下面的AssetBundle,打包的文件
打包:
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string dir = "AssetBundles";
if(Directory.Exists(dir)==false)
{
Directory.CreateDirectory(dir);
}
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
}
}
加载本地的打包资源:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class LoadFromFileExample : MonoBehaviour {
// Use this for initialization
void Start ()
{
AssetBundle ab= AssetBundle.LoadFromFile("AssetBundles/scene/capsulewall.unity3d");
GameObject go = ab.LoadAsset<GameObject>("Capsulewall");
Instantiate(go);
//Object[] objs = ab.LoadAllAssets(); //得到所有的模型
//foreach(Object o in objs)
//{
// Instantiate(o);
//}
}
// Update is called once per frame
void Update () {
}
}
依赖打包:
把共有的资源也打包,AssetBundle为Share,系统会自动分配
加载的时候先加载依赖包,依赖包是共有的资源
BuildAssetBundleOptions:
加载:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Networking;
public class LoadFromFileExample : MonoBehaviour {
// Use this for initialization
IEnumerator Start ()
{
string path = "AssetBundles/cubewall.unity3d";
// AssetBundle ab2 = AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
//AssetBundle ab= AssetBundle.LoadFromFile("AssetBundles/cubewall.unity3d");
// GameObject go = ab.LoadAsset<GameObject>("wall");
// Instantiate(go);
//Object[] objs = ab.LoadAllAssets(); //得到所有的模型
//foreach(Object o in objs)
//{
// Instantiate(o);
//}
//1.第一种加载AB的方式LoadFromMemoryAsync(从内存中加载)
//AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
//yield return request;
//AssetBundle ab= request.assetBundle;
//AssetBundle ab= AssetBundle.LoadFromMemory(File.ReadAllBytes(path));
//AssetBundle ab2 = AssetBundle.LoadFromMemory(File.ReadAllBytes("AssetBundles/share.unity3d"));
//2.第二种加载AB的方式LoadFromFileAsync
//AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
//yield return request;
//AssetBundle ab = request.assetBundle;
//3.第三种加载AB的方式 WWW
//while(Caching.ready==false)
//{
// yield return null;
//}
file:// 或file:///都可以
WWW www = WWW.LoadFromCacheOrDownload(@"file:///E:\UnityProject\AssetBundleProject\AssetBundles\cubewall.unity3d", 1);
//WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/cubewall.unity3d",1);
//yield return www;
//if(string.IsNullOrEmpty(www.error)==false)
//{
// Debug.Log(www.error);
// yield break;
//}
//AssetBundle ab = www.assetBundle;
//4.第四种加载方式UnityWebRequest
//string uri = @"file:///E:\UnityProject\AssetBundleProject\AssetBundles\cubewall.unity3d";
string uri = @"http://localhost/AssetBundles/cubewall.unity3d";
UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri);
yield return request.Send();
//string uri2 = @"http://localhost/AssetBundles/share.unity3d";
//UnityWebRequest request2 = UnityWebRequest.GetAssetBundle(uri2);
//yield return request2.Send();
//DownloadHandlerAssetBundle.GetContent(request2);
AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
//AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
//使用里面的资源:(加载资源)
GameObject go = ab.LoadAsset<GameObject>("wall");
Instantiate(go);
AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
string[] strs = manifest.GetAllDependencies("cubewall.unity3d");
foreach(string name in strs)
{
Debug.Log(name);
AssetBundle.LoadFromFile("AssetBundles/" + name);
}
}
// Update is called once per frame
void Update () {
}
}