用AB包加载场景

场景构建AB包的方法和资源类似:从AB中加载场景是不用把场景放到scene in Build中的,加载后读取即可。

using UnityEngine;
using System.IO;
using UnityEngine.Events;
using UnityEditor;
using System.Collections.Generic;


public class BuildAB  
{
	[MenuItem("Tools/BuildAssetbundle")]
	static void BuildAssetbundle()
	{
		string outPath = Path.Combine (Application.dataPath, "StreamingAssets");

		//如果目录已经存在删除它
		if (Directory.Exists (outPath)) {
			Directory.Delete (outPath,true);
		}
		Directory.CreateDirectory (outPath);

		List<AssetBundleBuild> builds = new List<AssetBundleBuild> ();
		//设置bundle名,和多少资源打在同一个Bundle内
		builds.Add (new AssetBundleBuild (){assetBundleName="scene-ab.unity3d",assetNames =new string[]{"Assets/scene-ab.unity"}});

		//构建Assetbundle
		BuildPipeline.BuildAssetBundles (outPath,builds.ToArray(),BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows64);
		//刷新
		AssetDatabase.Refresh ();
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.SceneManagement;

public class LoadABScene : MonoBehaviour {

	void Start () {
		string path = Path.Combine (Application.streamingAssetsPath, "scene-ab.unity3d");
		//加载场景Bundle
		AssetBundle.LoadFromFile (path);
		SceneManager.LoadScene ("scene-ab");
	}
}

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转载自blog.csdn.net/Edision_li/article/details/86511729