Unity3d 同步加载 Assetbundle 方法 AssetBundle.CreateFromFile
2016-05-19 11:02
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版权声明:本文转自http://blog.csdn.net/huutu 转载请带上 http://www.thisisgame.com.cn
目录(?)[+]
今天在群里问朋友有没有 同步加载 Assetbundle 的方法,同事给我指点 Unity3d 不知道在哪一个版本新增了一个 AssetBundle.CreateFromFile 的接口,这个接口是同步读取Assetbundle的。于是到帮助文档查询相关资料。
[html] view
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http://docs.unity3d.com/ScriptReference/AssetBundle.CreateFromFile.html
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
[plain] view
plain copy
AssetBundle.CreateFromFile
public static AssetBundle CreateFromFile(string path);
Parameters
path Path of the file on disk
See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload.
Description
Loads an asset bundle from a disk.
Only uncompressed asset bundles are supported by this function. This is the fastest way to load an asset bundle.
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
与之前使用WWW方式相比,使用 CreateFromFile读取 Assetbundle 方式有以下不同:
1、WWW是异步的, CreateFromFile 是同步的。
2、CreateFromFile接口读取的必须是没有压缩的Assetbundle文件。
来对比两种方式的打包与读取
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
[html] view
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BuildAssetBundleOptions.UncompressedAssetBundle
代码如下:
[csharp] view
plain copy
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class NewBehaviourScript : Editor {
[MenuItem ("cp/build Girl NoLZMA")]
static void BuildGirlNoLZMA()
{
string targetdir = Application.dataPath + "/bundleNoLZMA";
uint crc = 0;
//公共资源入栈;
BuildPipeline.PushAssetDependencies ();
string filePath = "Assets/res/01.png";
Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
filePath = "Assets/res/Aoki Shizuku.mp3";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
//普通资源入栈;
BuildPipeline.PushAssetDependencies ();
filePath = "Assets/Resources/Girl.prefab";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
BuildPipeline.PopAssetDependencies ();
BuildPipeline.PopAssetDependencies ();
}
[MenuItem ("cp/build Girl")]
static void BuildGirl()
{
string targetdir = Application.dataPath + "/bundle";
uint crc = 0;
//公共资源入栈;
BuildPipeline.PushAssetDependencies ();
string filePath = "Assets/res/01.png";
Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
filePath = "Assets/res/Aoki Shizuku.mp3";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
//普通资源入栈;
BuildPipeline.PushAssetDependencies ();
filePath = "Assets/Resources/Girl.prefab";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
BuildPipeline.PopAssetDependencies ();
BuildPipeline.PopAssetDependencies ();
}
}
加上 不压缩 的设置后,打包 Assetbundle 速度明显变快。
对比两种方式打包出来的 Assetbundle 文件。 文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
[csharp] view
plain copy
using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//Debug.Log ("Update");
}
void OnGUI()
{
if(GUILayout.Button("Load Girl"))
{
StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/01.png.unity3d"));
StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/Aoki Shizuku.mp3.unity3d"));
StartCoroutine(Load("file://"+Application.dataPath+"/bundle/Girl.prefab.unity3d"));
}
if(GUILayout.Button("Load Girl NOLZMA"))
{
AssetBundle assetbundle01=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/01.png.unity3d");
AssetBundle assetbundlemp3=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Aoki Shizuku.mp3.unity3d");
AssetBundle assetbundle=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Girl.prefab.unity3d");
Instantiate(assetbundle.mainAsset);
}
}
private IEnumerator LoadDepends(string path)
{
WWW www = new WWW (path);
Debug.Log("LoadDepends 1");
yield return www;
Debug.Log ("LoadDepends 2");
Object obj= Instantiate (www.assetBundle.mainAsset);
Debug.Log("LoadDepends 3");
yield return new WaitForSeconds (3.0f);
}
private IEnumerator Load(string path)
{
yield return new WaitForSeconds (3f);
WWW www = new WWW (path);
Debug.Log("Load 1");
yield return www;
Debug.Log ("Load 2");
Object obj= Instantiate (www.assetBundle.mainAsset);
Debug.Log("Load 3");
www.assetBundle.Unload (false);
Resources.UnloadUnusedAssets ();
}
}
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
注意:
使用 不压缩 打包 Assetbundle 的方式,推荐大家使用 7Zip 的 LZMA 压缩算法进行整体压缩,在游戏开始时进行解压。
示例工程下载:
[html] view
plain copy
http://pan.baidu.com/s/1o63fOz4
目录(?)[+]
今天在群里问朋友有没有 同步加载 Assetbundle 的方法,同事给我指点 Unity3d 不知道在哪一个版本新增了一个 AssetBundle.CreateFromFile 的接口,这个接口是同步读取Assetbundle的。于是到帮助文档查询相关资料。
[html] view
plain copy
http://docs.unity3d.com/ScriptReference/AssetBundle.CreateFromFile.html
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
[plain] view
plain copy
AssetBundle.CreateFromFile
public static AssetBundle CreateFromFile(string path);
Parameters
path Path of the file on disk
See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload.
Description
Loads an asset bundle from a disk.
Only uncompressed asset bundles are supported by this function. This is the fastest way to load an asset bundle.
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
与之前使用WWW方式相比,使用 CreateFromFile读取 Assetbundle 方式有以下不同:
1、WWW是异步的, CreateFromFile 是同步的。
2、CreateFromFile接口读取的必须是没有压缩的Assetbundle文件。
来对比两种方式的打包与读取
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
打包Assetbundle 压缩 与 不压缩
如果使用 CreateFromFile 这个API 来读取 Assetbundle ,那么打包 Assetbundle 的时候要注意打包成 非压缩的 ,也就是要加上 这个 设置。[html] view
plain copy
BuildAssetBundleOptions.UncompressedAssetBundle
代码如下:
[csharp] view
plain copy
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class NewBehaviourScript : Editor {
[MenuItem ("cp/build Girl NoLZMA")]
static void BuildGirlNoLZMA()
{
string targetdir = Application.dataPath + "/bundleNoLZMA";
uint crc = 0;
//公共资源入栈;
BuildPipeline.PushAssetDependencies ();
string filePath = "Assets/res/01.png";
Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
filePath = "Assets/res/Aoki Shizuku.mp3";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
//普通资源入栈;
BuildPipeline.PushAssetDependencies ();
filePath = "Assets/Resources/Girl.prefab";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
BuildPipeline.PopAssetDependencies ();
BuildPipeline.PopAssetDependencies ();
}
[MenuItem ("cp/build Girl")]
static void BuildGirl()
{
string targetdir = Application.dataPath + "/bundle";
uint crc = 0;
//公共资源入栈;
BuildPipeline.PushAssetDependencies ();
string filePath = "Assets/res/01.png";
Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
filePath = "Assets/res/Aoki Shizuku.mp3";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
//普通资源入栈;
BuildPipeline.PushAssetDependencies ();
filePath = "Assets/Resources/Girl.prefab";
obj = AssetDatabase.LoadMainAssetAtPath(filePath);
//Build;
if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
{
AssetDatabase.Refresh ();
}
BuildPipeline.PopAssetDependencies ();
BuildPipeline.PopAssetDependencies ();
}
}
加上 不压缩 的设置后,打包 Assetbundle 速度明显变快。
对比两种方式打包出来的 Assetbundle 文件。 文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
WWW 与 CreateFromFile 方式读取 Assetbundle
CreateFromFile 是同步操作,WWW 是异步操作。[csharp] view
plain copy
using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//Debug.Log ("Update");
}
void OnGUI()
{
if(GUILayout.Button("Load Girl"))
{
StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/01.png.unity3d"));
StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/Aoki Shizuku.mp3.unity3d"));
StartCoroutine(Load("file://"+Application.dataPath+"/bundle/Girl.prefab.unity3d"));
}
if(GUILayout.Button("Load Girl NOLZMA"))
{
AssetBundle assetbundle01=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/01.png.unity3d");
AssetBundle assetbundlemp3=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Aoki Shizuku.mp3.unity3d");
AssetBundle assetbundle=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Girl.prefab.unity3d");
Instantiate(assetbundle.mainAsset);
}
}
private IEnumerator LoadDepends(string path)
{
WWW www = new WWW (path);
Debug.Log("LoadDepends 1");
yield return www;
Debug.Log ("LoadDepends 2");
Object obj= Instantiate (www.assetBundle.mainAsset);
Debug.Log("LoadDepends 3");
yield return new WaitForSeconds (3.0f);
}
private IEnumerator Load(string path)
{
yield return new WaitForSeconds (3f);
WWW www = new WWW (path);
Debug.Log("Load 1");
yield return www;
Debug.Log ("Load 2");
Object obj= Instantiate (www.assetBundle.mainAsset);
Debug.Log("Load 3");
www.assetBundle.Unload (false);
Resources.UnloadUnusedAssets ();
}
}
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
注意:
使用 不压缩 打包 Assetbundle 的方式,推荐大家使用 7Zip 的 LZMA 压缩算法进行整体压缩,在游戏开始时进行解压。
示例工程下载:
[html] view
plain copy
http://pan.baidu.com/s/1o63fOz4
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