unity AssetBundle打包以及加载

xiaoxiao2021-02-28  78

//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); }

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