unity3d打包和包的使用
2015-07-23 17:29
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打包:
①Assets下新建文件夹Editor和steamingAssets
②对选定文件打包:
从Asset Bundle加载预设:
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:
using UnityEngine; using System.Collections; public class loadAB : MonoBehaviour { // Use this for initialization void Start () { StartCoroutine (loadBundle("file://"+Application.streamingAssetsPath+"/"+"StreamingAssetsNew Prefab.assetbundle")); } // Update is called once per frame void Update () { } private IEnumerator loadBundle(string path) { WWW load = new WWW (path); yield return load; GameObject obj = GameObject.Instantiate (load.assetBundle.mainAsset) as GameObject; load.assetBundle.Unload (false); } }
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