Unity2017 Assetbundle 打包、載入
阿新 • • 發佈:2019-02-10
打包(指令碼放到Editor資料夾下):
[MenuItem("Framework/Build iPhone Resource", false, 100)] public static void BuildiPhoneResource() { BuildTarget target; target = BuildTarget.iOS; BuildAssetResource(target); } [MenuItem("Framework/Build Android Resource", false, 101)] public static void BuildAndroidResource() { BuildAssetResource(BuildTarget.Android); } [MenuItem("Framework/Build WebGL Resource", false, 101)] public static void BuildWebGLResource() { BuildAssetResource(BuildTarget.WebGL); } [MenuItem("Framework/Build Windows Resource", false, 102)] public static void BuildWindowsResource() { BuildAssetResource(BuildTarget.StandaloneWindows); } /// <summary> /// 生成繫結素材 /// </summary> private static void BuildAssetResource(BuildTarget _target) { string streamPath = Application.streamingAssetsPath; BuildPipeline.BuildAssetBundles(streamPath, BuildAssetBundleOptions.None, _target); AssetDatabase.Refresh(); }
將需要打包的素材(最好是做成預設)在AssetLabels面板設定好AssetBundle名稱和字尾名之後就可以在選單欄的Framework選單下進行打包了,需要注意選則要釋出的平臺。如果設定的AssetBundle名稱及字尾相同,則會打到一個AssetBundle包中。
載入:
string _path = string.Format("{0}/{1}.asset", Application.streamingAssetsPath, _name); #if !UNITY_WEBGL||UNITY_EDITOR AssetBundle _ab = AssetBundle.LoadFromFile(_path); Transform newTarget = Instantiate<GameObject>(_ab.LoadAsset(_name) as GameObject, target).transform; newTarget.DOScale(new Vector3(0, 0, 0), 0.2f).From(); _ab.Unload(false); #else StartCoroutine(GetAsset(_path,_name)); #endif
至此看起來和之前都沒有啥不同,但是!!5.0之前的Unity打包的時候會在包裡指定mainAsset,現在去獲取的話只能得到null (/ □ \),所以載入的時候一定要注意,使用LoadAssett(Name)的方式進行載入。private IEnumerator GetAsset(string _path,string _name) { WWW _www = new WWW(_path); yield return _www; if (null == _www.error) { AssetBundle _ab = _www.assetBundle; Transform newTarget = Instantiate<GameObject>(_ab.LoadAsset(_name) as GameObject, target).transform; newTarget.DOScale(new Vector3(0, 0, 0), 0.2f).From(); _ab.Unload(false); } else { print(_www.error); } }