1、在场景中创建物体并设置为预设,为其设置打AssetBundle包的名字和后缀;
2、工程中创建Editor文件夹(不再过多阐述),编写脚本实现将项目设置的预设体打成AssetBundle包。此脚本放在
Editor文件夹内(代码如下)
using UnityEngine;
using UnityEditor;
using System.IO;
/// <summary>
/// 打包代码
/// </summary>
public class CreateAss {
//创建菜单 实现点击自定义按键生成AssetBundle所在的文件夹
[MenuItem("Assets/BuildAssetBundles")]
static void BuildAllAss()
{
string dir = "AssetBundlesSOHO";
if (Directory.Exists(dir)==false)
{
Directory.CreateDirectory(dir);
}
using UnityEditor;
using System.IO;
/// <summary>
/// 打包代码
/// </summary>
public class CreateAss {
//创建菜单 实现点击自定义按键生成AssetBundle所在的文件夹
[MenuItem("Assets/BuildAssetBundles")]
static void BuildAllAss()
{
string dir = "AssetBundlesSOHO";
if (Directory.Exists(dir)==false)
{
Directory.CreateDirectory(dir);
}
BuildPipeline.BuildAssetBundles("AssetBundlesSOHO",BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
}
}
}
}
代码保存,点击代码所写的菜单位置,生成代码指定的
AssetBundle文件夹。
3、实现从本地
AssetBundle文件夹里加载资源(代码如下)
using UnityEngine;
public class loadFromFile : MonoBehaviour {
void Start () {
//从本地AssetBundle文件夹里加载资源
AssetBundle ab= AssetBundle.LoadFromFile("AssetBundlesSOHO/one.unity3d");
GameObject go= ab.LoadAsset<GameObject>("Cube");
Instantiate(go,this.transform);
}
}
//从内存读取
AssetBundleCreateRequest req = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));//需要AssetBundleCreateRequest类型接收
//yield return req;
AssetBundle ab = req.assetBundle;//转成AssetBundle类型
GameObject go = ab.LoadAsset<GameObject>("cube");//根据包来实例化物体
Instantiate(go, this.transform);