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  • [Unity热更新]01.打包与加载基础

    参考链接:

    https://www.jianshu.com/p/7e7b34b24296

    unity版本:2018.3.8

    1.打包

    新建一个Cube,保存为prefab,使用下面的脚本进行打包(先设置AssetBundleName然后打包)

    打包脚本:

     1 using UnityEngine;
     2 using UnityEditor;
     3 using System.IO;
     4 
     5 public class CreateAssetBundle : Editor
     6 {
     7     [MenuItem("AssetBundle/01.SetAssetBundleName")]
     8     static void SetAssetBundleName()
     9     {
    10         Object[] objects = Selection.objects;
    11         foreach (Object o in objects)
    12         {
    13             string assetPath = AssetDatabase.GetAssetPath(o);
    14             AssetImporter assetImporter = AssetImporter.GetAtPath(assetPath);
    15             assetImporter.assetBundleName = o.name; 
    16             assetImporter.SaveAndReimport();
    17         }
    18         AssetDatabase.Refresh();
    19     }
    20 
    21     [MenuItem("AssetBundle/02.BuildAll")]
    22     static void BuildAll()
    23     {
    24         string path = Application.dataPath + "/AB/";
    25         if (Directory.Exists(path))
    26         {
    27             Directory.Delete(path, true);
    28         }
    29         Directory.CreateDirectory(path);
    30         BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.None, BuildTarget.Android);
    31         AssetDatabase.Refresh();
    32     }
    33 }

    如下:

    2.加载

     1 using UnityEngine;
     2 
     3 public class TestAB : MonoBehaviour
     4 {
     5     void Start()
     6     {
     7         AssetBundle ab = AssetBundle.LoadFromFile("Assets/AB/cube");
     8         if (ab != null)
     9         {
    10             GameObject go = Instantiate(ab.LoadAsset<GameObject>("cube"));
    11             go.transform.localScale = Vector3.one * 2;
    12         }
    13     }
    14 }

    如下:

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  • 原文地址:https://www.cnblogs.com/lyh916/p/10922359.html
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