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Unity 分場景打包

分場景打包步驟:匯入unity中AB包後

  1: 指定場景
  2: 指定abname
  3: 指定objinabname
  4: 協同
  5: 委託 void string

unity

先引入名稱空間  using LLWHABFW;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LLWHABFW;
using UnityEngine.SceneManagement;
public class
S3LoadAB : MonoBehaviour { private string _abScence = "scenes03";//指定場景 //小寫s private string _aBName = "scenes03/scenes03.ab"; //指定abName private string _objInAB01 = "Plane.prefab";//指定objIn abName private string _objInAB02 = "RollerBall.prefab";//指定objInabName private List<GameObject> _list;
// Use this for initialization void Start () { _list = new List<GameObject>(); StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePack(_abScence, _aBName, XXXX));//協同 } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) //
銷燬資源 { for (int i = 0; i < _list.Count; i++) { Destroy(_list[i]); } _list.Clear(); AssetBundleMgr.GetInstance().DisposeAllAssets(_abScence); SceneManager.LoadScene("1"); } } private void XXXX(string LLwh) //void string { GameObject Plane, Ball; Plane = AssetBundleMgr.GetInstance().LoadAsset(_abScence, _aBName, _objInAB01, false) as GameObject; Ball = AssetBundleMgr.GetInstance().LoadAsset(_abScence, _aBName, _objInAB02, false) as GameObject; _list.Add(Instantiate(Plane)); _list.Add(Instantiate(Ball)); } }