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  • unity3d打包和包的使用

    打包:

    ①Assets下新建文件夹Editor和steamingAssets

    ②对选定文件打包:

    using UnityEngine;
    using UnityEditor;
    using System.Collections;
    
    public class AssetBundle : MonoBehaviour {
        [MenuItem("Custom Editor/Create AssetBundles Main")]
        static void CreateAssetBundlesMain() {
            Object[] SelectedAsset = Selection.GetFiltered (typeof(Object),SelectionMode.DeepAssets);
    
            foreach(Object obj in SelectedAsset) {
                string sourcePath = AssetDatabase.GetAssetPath(obj);
                string targetPath = Application.dataPath + "/StreamingAssets" + obj.name +".assetbundle";
                if (BuildPipeline.BuildAssetBundle(obj,null,targetPath,BuildAssetBundleOptions.CollectDependencies)) {
                    Debug.Log (obj.name+"success");
                }
                else {
                    Debug.Log(obj.name+"failure");
                }
            }
        }
    }

    从Asset Bundle加载预设:

     1 using UnityEngine;
     2 using System.Collections;
     3 
     4 public class loadAB : MonoBehaviour {
     5 
     6     // Use this for initialization
     7     void Start () {
     8         StartCoroutine (loadBundle("file://"+Application.streamingAssetsPath+"/"+"StreamingAssetsNew Prefab.assetbundle"));
     9     }
    10     
    11     // Update is called once per frame
    12     void Update () {
    13     
    14     }
    15     private IEnumerator loadBundle(string path) {
    16         WWW load = new WWW (path);
    17         yield return load;
    18         GameObject obj = GameObject.Instantiate (load.assetBundle.mainAsset) as GameObject;
    19         load.assetBundle.Unload (false);
    20     }
    21 }
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  • 原文地址:https://www.cnblogs.com/pxy7896/p/4671093.html
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