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unity3d打包和包的使用
阅读量:650 次
发布时间:2019-03-15

本文共 1484 字,大约阅读时间需要 4 分钟。

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 frame12     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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