Unity打包之AssetBundleBuild的使用
打包方法有两个重载,以前一直用第一个,没怎么用这个去做,查阅了官方的api,和自己的尝试,发现这个api用于给所有的资源和依赖资源都打成单个资源包,需要用到资源的时候把依赖资源先加载出来,等到引用计数或者内存到达一定的时候对内存进行释放。
public static void FragmentBuild() { if (!Directory.Exists(Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString())) { Directory.CreateDirectory(Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString()); } BuildPipeline.BuildAssetBundles(Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString(), BundleTool.GetAssetBundleBuild(Selection.gameObjects), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget); DeleteMainfest(); } public static AssetBundleBuild[] GetAssetBundleBuild(GameObject[] objs) { List<string> all = GetAllBuildGamobj(objs); AssetBundleBuild[] builds = new AssetBundleBuild[all.Count]; for (int i = 0; i < all.Count; i++) { if (all[i].EndsWith(".mat")) continue; AssetBundleBuild build = new AssetBundleBuild(); string[] str = all[i].Split('/'); string name = str[str.Length - 1]; string[] str1 = name.Split('.'); string result = str1[0]; build.assetBundleName = result; build.assetNames = new string[] { all[i] }; build.assetBundleVariant = "ab"; builds[i] = build; } return builds; } static List<string> GetAllBuildGamobj(GameObject[] objs) { List<string> all = new List<string>(); for (int i = 0; i < objs.Length; i++) { if (!Check(all, AssetDatabase.GetAssetPath(objs[i]))) all.Add(AssetDatabase.GetAssetPath(objs[i])); string[] depend = AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(objs[i])); for (int j = 0; j < depend.Length; j++) { if (!Check(all, depend[j])) all.Add(depend[j]); } } return all; } private static bool Check(List<string> list, string target) { for (int i = 0; i < list.Count; i++) { if (list[i] == target) { return true; } } return false; }
其中assetBundleVariant,这个属性,翻译过来是assbundle变体,实际上是给添加后缀。
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