//Build打包设置
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class CreateAssetBundle {
[MenuItem ("Assets/Build AssetBundle")]
static void BuildAssetBundle(){
string dir = "AssetBundles";
//判断路径是否存在,不存在创建一个
if (Directory.Exists(dir)==false) {
Directory.CreateDirectory (dir);
}
//BuildAssetBundles(第一个参数是路径,第二个默认选择None,第三个选择Build平台)
BuildPipeline.BuildAssetBundles (dir,BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows64);
}
}
using UnityEngine; using System.Collections; public class LoadFormFileExample : MonoBehaviour { //1.本地加载AssetBundle包 //本地加载时候可以把加载进去的bundle加载出来 但是不能接着做成预制体,因为会丢失材质 void Start () { //AssetBundle.LoadFromFile(路径名字); AssetBundle ab = AssetBundle.LoadFromFile ("AssetBundles/uirootassetbundle"); //加载Prefab的名字注意是打包时候Prefab在unity工程里面的名字 GameObject uiRoot = ab.LoadAsset<GameObject> ("UI Root"); //实例化 Instantiate (uiRoot); }