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  • [原]在Unity中创建可远程加载的.unity3d包

      在一个Unity项目中,发布包本身不一定要包括所有的Asset(译为资产或组件),其它的部分可以单独发布为.unity3d,再由程序从本地/远程加载执行,这部分不在本文讨论范围。虽然Unity并没有直接提供.unity3d的导出功能,但可以通过其手册了解到一些,并打开菜单项。

      翻看Unity关于AssetBundle的手册,有相关的链接:

    【注意】导出.unity3d格式需要pro版本,非pro版本可以打开菜单项,但导出时会提示错误:


      我们可以使用Untiy提供的现成的脚本打开两个导出.unity3d的菜单项,也可以使用API根据自己的需求来写。当项目变得越来越大时,手工导出AssetBundle会越来越吃力,这时可能就需要自己来开发导出功能,自动创建AssetBundle了。

    打开菜单项

      在Unity中创建名为ExprotAssetBundles的C#脚本,放到Editor目录(必须是这个目录,以便在编辑器中生效)。把下面的代码复制到ExprotAssetBundles脚本中(可以在Building AssetBundles中找到这段代码)

    
    
     1  // C# Example
     2     // Builds an asset bundle from the selected objects in the project view.
     3     // Once compiled go to "Menu" -> "Assets" and select one of the choices
     4     // to build the Asset Bundle
     5     
     6     using UnityEngine;
     7     using UnityEditor;
     8     public class ExportAssetBundles {
     9         [MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")]
    10         static void ExportResource () {
    11             // Bring up save panel
    12             string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
    13             if (path.Length != 0) {
    14                 // Build the resource file from the active selection.
    15                 Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
    16                 BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
    17                 Selection.objects = selection;
    18             }
    19         }
    20         [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
    21         static void ExportResourceNoTrack () {
    22             // Bring up save panel
    23             string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
    24             if (path.Length != 0) {
    25                 // Build the resource file from the active selection.
    26                 BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
    27             }
    28         }
    29     }
    
    

    这时,在Assets菜单下可以看到两个新的菜单项:

    1. Build AssetBundle From Selection - Track dependencies

      这个选项会把当前对象打包到一个asset bundle中,并包含所有依赖。
    2. Build AssetBundle From Selection - No dependency tracking
      与前一个相反的选项,只包含所选的asset
      例:创建一个Cube,拖拽生成一个预置体。右键点击预置体,选择"Build AssetBundle From Selection - Track dependencies",这时可以看到.unity3d的保存窗口。在项目中创建一个名为AssetBundles的目录,并把选中的预置体存为Cube.unity3d,可以看到窗口显示如下:
    现在,就可以把Cube.unity3d放到任意位置,或自己的服务器上。

     

    如何在创建组件包时修改属性

      可以在调用 BuildPipeline.BuildAssetBundle以后使用 AssetDatabase.ImportAsset来强制导入组件,然后用 AssetPostprocessor.OnPreprocessTexture来设置需要的属性。

      下面的示例来展示构建组件包时如何设置不同的纹理贴图。

     

     1 // Builds an asset bundle from the selected objects in the project view,
     2 // and changes the texture format using an AssetPostprocessor.
     3 
     4 using UnityEngine;
     5 using UnityEditor;
     6 
     7 public class ExportAssetBundles {
     8 
     9     // Store current texture format for the TextureProcessor.
    10     public static TextureImporterFormat textureFormat;
    11 
    12     [MenuItem("Assets/Build AssetBundle From Selection - PVRTC_RGB2")]
    13     static void ExportResourceRGB2 () {
    14         textureFormat = TextureImporterFormat.PVRTC_RGB2;
    15         ExportResource();        
    16     }    
    17 
    18     [MenuItem("Assets/Build AssetBundle From Selection - PVRTC_RGB4")]
    19     static void ExportResourceRGB4 () {
    20         textureFormat = TextureImporterFormat.PVRTC_RGB4;
    21         ExportResource();
    22     }
    23 
    24     static void ExportResource () {
    25         // Bring up save panel.
    26         string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
    27 
    28         if (path.Length != 0) {
    29             // Build the resource file from the active selection.
    30             Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
    31 
    32             foreach (object asset in selection) {
    33                 string assetPath = AssetDatabase.GetAssetPath((UnityEngine.Object) asset);
    34                 if (asset is Texture2D) {
    35                     // Force reimport thru TextureProcessor.
    36                     AssetDatabase.ImportAsset(assetPath);
    37                 }
    38             }
    39 
    40             BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
    41             Selection.objects = selection;
    42         }
    43     }
    44 }
    45 
    46 // Changes the texture format when building the Asset Bundle.
    47 using UnityEngine;
    48 using UnityEditor;
    49 public class TextureProcessor : AssetPostprocessor
    50 {   
    51     void OnPreprocessTexture() {
    52         TextureImporter importer = assetImporter as TextureImporter;
    53         importer.textureFormat = ExportAssetBundles.textureFormat;
    54     }
    55 }

     

    也可以使用AssetDatabase.ImportAssetOptions.来控制如何导入组件。

    首发地址: http://www.cnblogs.com/basecn/archive/2013/05/20/3264297.html

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  • 原文地址:https://www.cnblogs.com/basecn/p/3264297.html
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