AssetBundle 在Android机子上进行读取 .

本文档详细介绍了如何在Unity中为Android平台构建并使用AssetBundles。通过设置正确的BuildTarget及路径,可以实现在Android设备上的资源热更新。文中还提供了具体的步骤指导,包括清理旧资产包、设置构建目标、复制数据到设备等。

http://game.ceeger.com/Manual/StreamingAssets.html

我看到官方文档中说明:
Note that bundles are not fully compatible between platforms. A bundle built for any of the standalone platforms (including webplayer) can be loaded on any of those platforms but not on iOS or Android. Furthermore, a bundle built for iOS is not compatible with Android and vice versa.

但是我们看到,用以下步骤进行在Android机子上使用AssetBundle

重点有2点:

  1. Use the option "BuildTarget.Android".
  2. Describe the path with triple slash "file:///"

以下是步骤:

  1. Delete directories "Per Texture Materials", "assetbundles", and so on.  把已经导出过的包删掉
  2. Use the option "BuildTarget.Android" to all "BuildPipeline.BuildAssetBundle".   要把BuildTarget为Android平台!!!
  3. Run these on Editor. Character Generator/Generate Materials Character Generator/Create Assetbundles Character Generator/Update Character Element Database  
  4. Copy Assetbundles database to Android device which like "/mnt/sdcard/assetbundles/"  把这些包放到Android的指定目录下
  5. Modify AssetbundleBaseURL. (the point was "file:///") 修改获取AssetbundleBaseURL基础路径的地址
public static string AssetbundleBaseURL
{
    get
    {
        if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer)
        {
            return Application.dataPath + "/assetbundles/";
        }
        else if (Application.platform == RuntimePlatform.Android)
        {
            return "file:///mnt/sdcard/assetbundles/";
        }
        else
        {
            return "file://" + Application.dataPath + "/../assetbundles/";
        }
    }
}


转载于:https://www.cnblogs.com/softimagewht/p/3220757.html

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值