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unity 打包资源及网络请求资源包

时间:2014-05-30 09:31:06      阅读:444      评论:0      收藏:0      [点我收藏+]


第一步 导包


在Assets新建一个Editor目录 

新建一个Test类

 

using UnityEngine;
using System.Collections;
using UnityEditor;
 
public class Test : Editor
{
    //打包单个
    [MenuItem("Custom Editor/Create AssetBunldes Main")]
    static void CreateAssetBunldesMain ()
    { 
        Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets); 
        foreach (Object obj in SelectedAsset) 
        { 
            string 	targetPath = Application.dataPath + "/StreamingAssets/" + obj.name + ".assetbundle";
            if (BuildPipeline.BuildAssetBundle (obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies)) {
                Debug.Log(obj.name +"资源打包成功");
            } 
            else
            {
                Debug.Log(obj.name +"资源打包失败");
            }
        }
        //刷新编辑器
        AssetDatabase.Refresh ();   
         
    }
     
    [MenuItem("Custom Editor/Create AssetBunldes ALL")]
    static void CreateAssetBunldesALL ()
    {
         
        Caching.CleanCache ();
  
 
        string Path = Application.dataPath + "/StreamingAssets/ALL.assetbundle";
  
         
        Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets);
  
        foreach (Object obj in SelectedAsset) 
        {
            Debug.Log ("Create AssetBunldes name :" + obj);
        } 
        if (BuildPipeline.BuildAssetBundle (null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies)) {
            AssetDatabase.Refresh ();
        }else{
             
        }
    }
     
    [MenuItem("Custom Editor/Create Scene")]
    static void CreateSceneALL ()
    {
        //清空一下缓存
        Caching.CleanCache();
        string Path = Application.dataPath + "/MyScene.unity3d";
        string  []levels = {"Assets/Level.unity"};
        //打包场景
        BuildPipeline.BuildPlayer( levels, Path,BuildTarget.WebPlayer, BuildOptions.BuildAdditionalStreamedScenes);
        AssetDatabase.Refresh ();
    }
     
}


选择须要导出的prefab 在菜单中找到Custom Editor

导出就可以,导出的目标目录 为StreamingAssets  

show in explore 就能够找到导出的 assetbundle


 网络请求资源包


须要注意的是:调用网络请求,须要使用协同 tartCoroutine(load());

load 函数例如以下

private IEnumerator load() {
		WWW www = new WWW("http://localhost/model/Cube.assetbundle"); 
		yield return www;
		print("load complate:------------------------------------"+Time.time);
 
		
    }




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unity 打包资源及网络请求资源包

原文:http://www.cnblogs.com/blfshiye/p/3756399.html

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