Unity3d热更新(二):资源打包As
创建AssetBundle
1.新建一个cube,将其拉倒Project视图里创建预设。
2.在Assets目录下创建Scenes文件夹,创建场景scene1.Unity。
3.新建ExportAssetBundles.cs,保存在Assets/Editor目录下。代码如下:
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<span style="font-family:Microsoft YaHei;">using UnityEngine;
using UnityEditor;
using System.Collections;
public class ExportAssetBundles : MonoBehaviour {
[MenuItem("Build/ExportResource")]
static void ExportResource()
{
// 打开保存面板,获取用户选择的路径
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "assetbundle");
if (path.Length != 0)
{
// 选择的要保存的对象
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
// 打包
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.Standalonewindows);
}
}
[MenuItem("Build/ExportScene")]
static void ExportScene()
{
// 打开面板,选择用户保存的路径
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3D");
if (path.Length != 0)
{
// 要打包的场景
string[] scenes = {"Assets/Scenes/scene1.unity"};
// 打包
BuildPipeline.BuildPlayer(scenes, path, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
}
}
}</span>
4.选中预设,运行ExportResource,弹出保存对话框,命名为cube.assetbundle。
5.运行ExportScene,弹出保存对话框,命名为scene1.unity3d。
小提示
1.AssetBundle的保存后缀名可以是assetbundle或者unity3d。
2.BuildAssetBundle要根据不同的平台单独打包,BuildTarget参数指定平台,如果不指定,默认的WEBplayer。
加载AssetBundle
下面通过一个示例演示如何加载AssetBundle:
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<span style="font-family:Microsoft YaHei;">using UnityEngine;
using System.Collections;
public class Load : MonoBehaviour {
private string BundleUrl = "file:///C:/Users/Administrator/Desktop/Res/cube.assetbundle";
private string SceneUrl = "file:///C:/Users/Administrator/Desktop/Res/scene1.unity3d";
void Start()
{
StartCoroutine(Download());
}
IEnumerator Download()
{
// 下载AssetBundle,加载cube
using(WWW www = new WWW(BundleUrl))
{
yield return www;
AssetBundle bundle = www.assetBundle;
Instantiate(bundle.Load("Cube"));
bundle.Unload(false);
yield return new WaitForSeconds(5);
}
using(WWW www = new WWW(SceneUrl))
{
yield return www;
Application.LoadLevel("scene1");
}
}
}</span>
我们在程序加载的时候必须保证先加载公共对象。否则,只能是在各个对象加载成功后,再通过程序手动添加进来,比较繁琐。在实际项目中,由于是团队开发,对象间的依赖关系通常会比较凌乱,最好在开发周期就定好相关的规范约束,方便管理。
AssetBundle依赖关系
如果一个公共对象被多个对象依赖,我们打包的时候,可以有两种选取。一种是比较省事的,就是将这个公共对象打包到每个对象中。这样会有很多弊端:内存被浪费了;加入公共对象改变了,每个依赖对象都得重新打包。AssetBundle提供了依赖关系打包。
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<span style="font-family:Microsoft YaHei;"> //启用交叉引用,用于所有跟随的资源包文件,直到我们调用PopAssetDependencies
BuildPipeline.PushAssetDependencies();
var options =
BuildAssetBundleOptions.CollectDependencies |
BuildAssetBundleOptions.CompleteAssets;
//所有后续资源将共享这一资源包中的内容,由你来确保共享的资源包是否在其他资源载入之前载入
BuildPipeline.BuildAssetBundle(
AssetDatabase.LoadMainAssetAtPath("assets/artwork/lerpzuv.tif"),
null, "Shared.unity3d", options);
//这个文件将共享这些资源,但是后续的资源包将无法继续共享它
BuildPipeline.PushAssetDependencies();
BuildPipeline.BuildAssetBundle(
AssetDatabase.LoadMainAssetAtPath("Assets/Artwork/Lerpz.fbx"),
null, "Lerpz.unity3d", options);
BuildPipeline.PopAssetDependencies();
//这个文件将共享这些资源,但是后续的资源包将无法继续共享它
BuildPipeline.PushAssetDependencies();
BuildPipeline.BuildAssetBundle(
AssetDatabase.LoadMainAssetAtPath("Assets/Artwork/explosive guitex.prefab"),
null, "explosive.unity3d", options);
BuildPipeline.PopAssetDependencies();
BuildPipeline.PopAssetDependencies(); </span>
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