Unity2017 Assetbundle 打包、加载
打包(脚本放到Editor文件夹下):
[MenuItem("Framework/Build iPhone Resource", false, 100)] public static void BuildiPhoneResource() { BuildTarget target; target = BuildTarget.iOS; BuildAssetResource(target); } [MenuItem("Framework/Build Android Resource", false, 101)] public static void BuildAndroidResource() { BuildAssetResource(BuildTarget.Android); } [MenuItem("Framework/Build WebGL Resource", false, 101)] public static void BuildWebGLResource() { BuildAssetResource(BuildTarget.WebGL); } [MenuItem("Framework/Build Windows Resource", false, 102)] public static void BuildWindowsResource() { BuildAssetResource(BuildTarget.StandaloneWindows); } /// <summary> /// 生成绑定素材 /// </summary> private static void BuildAssetResource(BuildTarget _target) { string streamPath = Application.streamingAssetsPath; BuildPipeline.BuildAssetBundles(streamPath, BuildAssetBundleOptions.None, _target); AssetDatabase.Refresh(); }
将需要打包的素材(最好是做成预设)在AssetLabels面板设置好AssetBundle名称和后缀名之后就可以在菜单栏的Framework菜单下进行打包了,需要注意选则要发布的平台。如果设置的AssetBundle名称及后缀相同,则会打到一个AssetBundle包中。
加载:
string _path = string.Format("{0}/{1}.asset", Application.streamingAssetsPath, _name); #if !UNITY_WEBGL||UNITY_EDITOR AssetBundle _ab = AssetBundle.LoadFromFile(_path); Transform newTarget = Instantiate<GameObject>(_ab.LoadAsset(_name) as GameObject, target).transform; newTarget.DOScale(new Vector3(0, 0, 0), 0.2f).From(); _ab.Unload(false); #else StartCoroutine(GetAsset(_path,_name)); #endif
private IEnumerator GetAsset(string _path,string _name) { WWW _www = new WWW(_path); yield return _www; if (null == _www.error) { AssetBundle _ab = _www.assetBundle; Transform newTarget = Instantiate<GameObject>(_ab.LoadAsset(_name) as GameObject, target).transform; newTarget.DOScale(new Vector3(0, 0, 0), 0.2f).From(); _ab.Unload(false); } else { print(_www.error); } }至此看起来和之前都没有啥不同,但是!!5.0之前的Unity打包的时候会在包里指定mainAsset,现在去获取的话只能得到null (/ □ ),所以加载的时候一定要注意,使用LoadAssett(Name)的方式进行加载。
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