5.x的assetbundle与4.x以及之前的版本有些不同,不过本质是一样的,只不过5.x打包assetbundle更为简单和人性化了,总体来说只需要三个步骤:
第一步:创建打包资源
//这里是一个资源包数组,其中每一个资源包又可以包含多个小资源,所以一般情况下一个资源包就足够了 AssetBundleBuild[] _ABbuild = new AssetBundleBuild[1];
第二步:给资源命名以及指定需要打包的资源
//资源包的名称 _ABbuild[0].assetBundleName = "打包assetbundle出来之后的文件名"; //资源包下的资源名称,一个资源包可以包含多个资源,资源由从Assets开始的路径组成且包含自身后缀名 string[] _allassetname = new string[3]; _allassetname[0] = "Assets/1.png"; _allassetname[1] = "Assets/2.prefab"; _allassetname[2] = "Assets/3.FBX"; _ABbuild[0].assetNames = _allassetname;
第三步:开始打包
//打包到路径E:/test/mytest BuildPipeline.BuildAssetBundles("E:/test/mytest", _ABbuild);
将之封装成扩展编辑器之后,把如下脚本放在Editor文件夹内:
using UnityEngine; using UnityEditor; using System.Diagnostics; using System.IO; public class ExportAssetBundles : EditorWindow { [@MenuItem("AssetBundles/Build AssetBundles")] static void main() { EditorWindow.GetWindow<ExportAssetBundles>(false,"AssetBundles"); } private Vector2 scrollVec2; private string rootPath = "Assets"; private string _assetBundleName = ""; private string _assetBundlePath = "Assets/StreamingAssets"; private int _assetBundleElementNum = 4; private string[] _assetBundleElement = new string[4]; void OnGUI() { scrollVec2 = EditorGUILayout.BeginScrollView(scrollVec2, GUILayout.Width(position.width), GUILayout.Height(position.height)); EditorGUILayout.BeginHorizontal(); GUILayout.Label("资源包名称:"); _assetBundleName = EditorGUILayout.TextField(_assetBundleName); if (GUILayout.Button("清空")) EditorApplication.delayCall += Delete; EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("资源包路径:"); _assetBundlePath = EditorGUILayout.TextField(_assetBundlePath); if (GUILayout.Button("浏览")) EditorApplication.delayCall += Save; EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("资源包容量:"); _assetBundleElementNum = EditorGUILayout.IntField(_assetBundleElementNum); if (GUILayout.Button("增加")) EditorApplication.delayCall += Add; EditorGUILayout.EndHorizontal(); if (_assetBundleElementNum > 0) { if (_assetBundleElement.Length != _assetBundleElementNum) { string[] temp = _assetBundleElement; _assetBundleElement = new string[_assetBundleElementNum]; for (int i = 0; i < temp.Length; i++) { if (i < _assetBundleElement.Length) _assetBundleElement[i] = temp[i]; } } for (int i = 0; i < _assetBundleElementNum; i++) { EditorGUILayout.BeginHorizontal(); GUILayout.Label("资源" + (i + 1) + ":"); _assetBundleElement[i] = EditorGUILayout.TextField(_assetBundleElement[i]); if (GUILayout.Button("浏览")) Browse(i); EditorGUILayout.EndHorizontal(); } } if (GUILayout.Button("打包")) { if (_assetBundleName == "") { //打开一个通知栏 this.ShowNotification(new GUIContent("资源包名称不可为空")); return; } if (_assetBundlePath == "C:/" || _assetBundlePath == "D:/" || _assetBundlePath == "E:/" || _assetBundlePath == "F:/") { //打开一个通知栏 this.ShowNotification(new GUIContent("资源包路径不可为根目录")); return; } if (_assetBundleElementNum <= 0) { //打开一个通知栏 this.ShowNotification(new GUIContent("资源包容量必须大于0")); return; } for (int i = 0; i < _assetBundleElement.Length; i++) { if (_assetBundleElement[i] == null || _assetBundleElement[i] == "") { //打开一个通知栏 this.ShowNotification(new GUIContent("资源"+(i+1)+"路径为空")); return; } } EditorApplication.delayCall += Build; } EditorGUILayout.EndScrollView(); } /// <summary> /// 清空资源包名称 /// </summary> void Delete() { _assetBundleName = ""; //转移焦点至主窗口 EditorUtility.FocusProjectWindow(); } /// <summary> /// 选择资源存储路径 /// </summary> void Save() { string path = EditorUtility.OpenFolderPanel("选择要存储的路径", "", ""); if (path.Length != 0) { _assetBundlePath = path; EditorUtility.FocusProjectWindow(); } } /// <summary> /// 资源包容量增加 /// </summary> void Add() { _assetBundleElementNum += 1; EditorUtility.FocusProjectWindow(); } /// <summary> /// 选择单个打包资源 /// </summary> /// <param name="i">资源序号</param> void Browse(int i) { string path = EditorUtility.OpenFilePanel("选择要打包的资源", @"E:hutaoUnity Project5.2Course Cloud PlatformAssets", "*"); if (path.Length != 0) { if (path.IndexOf(rootPath) >= 0) { //如果选中的资源是dll文件,则自动改后缀名为.bytes if (path.EndsWith(".dll")) { string newpath = path.Substring(0, path.LastIndexOf('.')) + ".bytes"; File.Move(path, newpath); _assetBundleElement[i] = newpath.Substring(newpath.IndexOf(rootPath)); AssetDatabase.Refresh(); } else { _assetBundleElement[i] = path.Substring(path.IndexOf(rootPath)); } } } } /// <summary> /// 打包资源 /// </summary> void Build() { //需要打包的资源(可打包成多个) AssetBundleBuild[] buildMap = new AssetBundleBuild[1]; //资源包的名称 buildMap[0].assetBundleName = _assetBundleName; //资源包下的资源名称,一个资源包可以包含多个资源,资源由从Assets开始的路径组成且包含自身后缀名 buildMap[0].assetNames = _assetBundleElement; BuildPipeline.BuildAssetBundles(_assetBundlePath, buildMap); } }