AssetBundle流程备份
资源Bundle创建,这里Assets下手动创建StreamingAssets文件夹
using UnityEngine; using System.Collections; using UnityEditor; public class CreateAssetBundlesMain{ [MenuItem("Custom Editor/Create AssetBundles Main")] static void CreateMain() { 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, BuildTarget.StandaloneWindows )) { Debug.Log(obj.name + "资源打包成功"); } else { Debug.Log(obj.name + "资源打包失效"); } } AssetDatabase.Refresh(); } }
using UnityEngine; using System.Collections; using UnityEditor; public class CreateAssetBundlesAll { [MenuItem("Custom Editor/Create AssetBundles All")] static void CreatAll() { Caching.CleanCache(); string Path = Application.dataPath + "/StreamingAssets/All.assetbundle"; Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); foreach(object obj in SelectedAsset) { Debug.Log("AssetBundle name:" + obj); } if(BuildPipeline.BuildAssetBundle(null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies, BuildTarget.StandaloneWindows)) { AssetDatabase.Refresh(); } else { } } }
using UnityEngine; using System.Collections; using UnityEditor; public class CreateSceneAll{ [MenuItem("Custom Editor/Create AssetBundles Scene")] static void CreateScene() { Caching.CleanCache(); string Path = Application.dataPath + "/StreamingAssets/MyScene.unity3d"; string[] levels = { "Assets/Scene/Level1.unity" , "Assets/Scene/Level2.unity" }; BuildPipeline.BuildStreamedSceneAssetBundle(levels, Path, BuildTarget.StandaloneWindows, BuildOptions.UncompressedAssetBundle); AssetDatabase.Refresh(); } }
资源的引用
using UnityEngine; using System.Collections; public class RunScript : MonoBehaviour { //不同平台StreamingAssets路径有差异 public static readonly string PathURL = #if UNITY_ANDROID "jar:file://" + Application.dataPath + "!/assets/"; #elif UNITY_IPHONE Application.dataPath + "/Raw/"; #elif UNITY_STANDLONE_WIN || UNITY_EDITOR "file://" + Application.dataPath + "/StreamingAssets/"; #else string.Empty; #endif void OnGUI() { if(GUILayout.Button("Main Assetbundle")) { StartCoroutine(LoadMain(PathURL + "GameObject1.assetbundle")); StartCoroutine(LoadMain(PathURL + "GameObject2.assetbundle")); } if(GUILayout.Button("All Assetbundle")) { StartCoroutine(LoadAll(PathURL + "All.assetbundle")); } if(GUILayout.Button("Load Scene")) { StartCoroutine(LoadScene()); } } private IEnumerator LoadMain(string path) { WWW bundle = new WWW(path); yield return bundle; yield return Instantiate(bundle.assetBundle.mainAsset); bundle.assetBundle.Unload(false); } private IEnumerator LoadAll(string path) { WWW bundle = new WWW(path); yield return bundle; Object obj1 = bundle.assetBundle.LoadAsset("GameObject1"); Object obj2 = bundle.assetBundle.LoadAsset("GameObject2"); yield return Instantiate(obj1); yield return Instantiate(obj2); bundle.assetBundle.Unload(false); } private IEnumerator LoadScene() { AssetBundle ab = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/MyScene.unity3d"); yield return ab; Application.LoadLevel("Level2"); } }
资源层级截图
http://blog.csdn.net/lyh916/article/details/49815871
http://www.xuanyusong.com/archives/2405