要开始使用 AssetBundle,请按照以下步骤操作。有关每个工作流程的更多详细信息,请参阅本文档这一部分的其他页面。
要为 AssetBundle 分配指定资源,请按照下列步骤操作:
要阅读有关 AssetBundle 分配和相关策略的更多信息,请参阅关于为 AssetBundle 准备资源 的文档。
在 Assets 文件夹中创建一个名为 Editor 的文件夹,并将包含以下内容的脚本放在该文件夹中:
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string assetBundleDirectory = "Assets/AssetBundles";
if(!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
}
}
此脚本将在 Assets 菜单底部创建一个名为“Build AssetBundles”的菜单项,该菜单项将执行与该标签关联的函数中的代码。单击 Build AssetBundles 时,将随构建对话框一起显示一个进度条。此过程将会获取带有 AssetBundle 名称标签的所有资源,并将它们放在 assetBundleDirectory 定义的路径中的文件夹中。
有关此代码执行情况的更多详细信息,请参阅关于构建 AssetBundle 的文档。
此步骤对每个用户都是不同的,因此 Unity 不能告诉您应该具体如何操作。如果计划将 AssetBundle 上传到第三方托管站点,请在此步中执行该操作。如果正在严格执行本地开发并打算将所有 AssetBundle 都放在磁盘上,请跳转到下一步。
打算从本地存储加载的用户可能会对 AssetBundles.LoadFromFile API 感兴趣。该 API 如下所示:
public class LoadFromFileExample extends MonoBehaviour {
function Start() {
var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle"));
if (myLoadedAssetBundle == null) {
Debug.Log("Failed to load AssetBundle!");
return;
}
var prefab = myLoadedAssetBundle.LoadAsset.<GameObject>("MyObject");
Instantiate(prefab);
}
}
LoadFromFile
获取捆绑包文件的路径。
如果是自己托管 AssetBundle 并需要将它们下载到游戏中,应使用 UnityWebRequest API。下面是一个示例:
IEnumerator InstantiateObject()
{
string uri = "file:///" + Application.dataPath + "/AssetBundles/" + assetBundleName;
UnityEngine.Networking.UnityWebRequest request = UnityEngine.Networking.UnityWebRequest.GetAssetBundle(uri, 0);
yield return request.Send();
AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
GameObject cube = bundle.LoadAsset<GameObject>("Cube");
GameObject sprite = bundle.LoadAsset<GameObject>("Sprite");
Instantiate(cube);
Instantiate(sprite);
}
GetAssetBundle(string, int)
获取 AssetBundle 的位置以及要下载的捆绑包的版本。在这个例子中,我们仍然指向一个本地文件,但字符串 uri 可以指向托管 AssetBundle 的任何 url。
UnityWebRequest 有一个特定的句柄来处理 AssetBundle:DownloadHandlerAssetBundle
,可根据请求获取 AssetBundle。
无论使用哪种方法,现在都可以访问 AssetBundle 对象了。对该对象需要使用 LoadAsset<T>(string)
,此函数将获取尝试加载的资源的类型 T
以及对象的名称(作为捆绑包内部的字符串)。这将返回从 AssetBundle 加载的任何对象。可以像使用 Unity 中的任何对象一样使用这些返回的对象。例如,如果要在场景中创建游戏对象,只需调用 Instantiate(gameObjectFromAssetBundle)
。
有关用于加载 AssetBundle 的 API 的更多信息,请参阅关于本机使用 AssetBundle 的文档。
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