首页 > 代码库 > 将场景导出XML或JSON或二进制并且解析还原场景

将场景导出XML或JSON或二进制并且解析还原场景

导出unity场景的所有游戏对象信息,一种是XML一种是JSON。本篇文章我们把游戏场景中游戏对象的、旋转、缩放、平移与Prefab的名称导出在XML与JSON中。然后解析刚刚导出的XML或JSON通过脚本把导出的游戏场景还原。在Unity官网上下载随便下载一个demo Project,如下图所示这是我刚刚在官网上下载的一个范例程序。
接着将层次视图中的所有游戏对象都封装成Prefab保存在资源路径中,这里注意一下如果你的Prefab绑定的脚本中有public Object 的话 ,需要在代码中改一下。。用 Find() FindTag()这类方法在脚本中Awake()方法中来拿,不然Prefab动态加载的时候无法赋值的,如下图所示,我把封装的Prefab对象都放在了Resources/Prefab文件夹下。
OK,现在我们就需要编写我们的导出工具、在Project视图中创建Editor文件夹,接着创建脚本MyEditor 。如下图所示。

因为编辑的游戏场景数量比较多,导出的时候我们需要遍历所有的游戏场景,一个一个的读取场景信息。然后取得游戏场景中所有游戏对象的Prefab的 名称 旋转 缩放 平移。有关XML的使用请大家看我的上一篇文章: Unity3d研究院之使用 C#合成解析XML与JSON(四十一) 代码中我只注释重点的部分,嘿嘿。

MyEditor.cs

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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
using System.IO;
using System.Text;
using LitJson;
public class MyEditor : Editor
{
        //将所有游戏场景导出为XML格式
        [MenuItem ("GameObject/ExportXML")]
        static void ExportXML ()
        {
            string filepath = Application.dataPath + @"/StreamingAssets/my.xml";
                if(!File.Exists (filepath))
                {
                        File.Delete(filepath);
                }
                XmlDocument xmlDoc = newXmlDocument();
                XmlElement root = xmlDoc.CreateElement("gameObjects");
                //遍历所有的游戏场景
                foreach (UnityEditor.EditorBuildSettingsScene S inUnityEditor.EditorBuildSettings.scenes)
        {
                //当关卡启用
            if(S.enabled)
            {
                    //得到关卡的名称
                string name = S.path;
                //打开这个关卡
                                EditorApplication.OpenScene(name);
                                XmlElement scenes = xmlDoc.CreateElement("scenes");
                        scenes.SetAttribute("name",name);
                                foreach (GameObject obj inObject.FindObjectsOfType(typeof(GameObject)))
                                {
                                    if(obj.transform.parent == null)
                                    {
                                                 XmlElement gameObject = xmlDoc.CreateElement("gameObjects");
                                                 gameObject.SetAttribute("name",obj.name);
  
                                                 gameObject.SetAttribute("asset",obj.name + ".prefab");
                                                 XmlElement transform = xmlDoc.CreateElement("transform");
                                                 XmlElement position = xmlDoc.CreateElement("position");
                                                  XmlElement position_x = xmlDoc.CreateElement("x");
                                                  position_x.InnerText = obj.transform.position.x+"";
                                                    XmlElement position_y = xmlDoc.CreateElement("y");
                                                 position_y.InnerText = obj.transform.position.y+"";
                                                 XmlElement position_z = xmlDoc.CreateElement("z");
                                                 position_z.InnerText = obj.transform.position.z+"";
                                                 position.AppendChild(position_x);
                                                  position.AppendChild(position_y);
                                                 position.AppendChild(position_z);
  
                                                 XmlElement rotation = xmlDoc.CreateElement("rotation");
                                                 XmlElement rotation_x = xmlDoc.CreateElement("x");
                                                  rotation_x.InnerText = obj.transform.rotation.eulerAngles.x+"";
                                                     XmlElement rotation_y = xmlDoc.CreateElement("y");
                                                  rotation_y.InnerText = obj.transform.rotation.eulerAngles.y+"";
                                                 XmlElement rotation_z = xmlDoc.CreateElement("z");
                                                  rotation_z.InnerText = obj.transform.rotation.eulerAngles.z+"";
                                                  rotation.AppendChild(rotation_x);
                                                  rotation.AppendChild(rotation_y);
                                                 rotation.AppendChild(rotation_z);
  
                                                  XmlElement scale = xmlDoc.CreateElement("scale");
                                                  XmlElement scale_x = xmlDoc.CreateElement("x");
                                                 scale_x.InnerText = obj.transform.localScale.x+"";
                                                    XmlElement scale_y = xmlDoc.CreateElement("y");
                                                  scale_y.InnerText = obj.transform.localScale.y+"";
                                                  XmlElement scale_z = xmlDoc.CreateElement("z");
                                                 scale_z.InnerText = obj.transform.localScale.z+"";
  
                                                  scale.AppendChild(scale_x);
                                                  scale.AppendChild(scale_y);
                                                  scale.AppendChild(scale_z);
  
                                                  transform.AppendChild(position);
                                                  transform.AppendChild(rotation);
                                                  transform.AppendChild(scale);       
  
                                                  gameObject.AppendChild(transform);
                                               scenes.AppendChild(gameObject);
                                                 root.AppendChild(scenes);
                                          xmlDoc.AppendChild(root);
                                          xmlDoc.Save(filepath);
  
                                    }
                                }
            }
        }
        //刷新Project视图, 不然需要手动刷新哦
                 AssetDatabase.Refresh();
        }
  
        //将所有游戏场景导出为JSON格式
        [MenuItem ("GameObject/ExportJSON")]
        static void ExportJSON ()
        {
                string filepath = Application.dataPath + @"/StreamingAssets/json.txt";
              FileInfo t = newFileInfo(filepath);
                if(!File.Exists (filepath))
                {
                        File.Delete(filepath);
                }
        StreamWriter sw = t.CreateText();
  
                StringBuilder sb = newStringBuilder ();
        JsonWriter writer = newJsonWriter (sb);
                writer.WriteObjectStart ();
                writer.WritePropertyName ("GameObjects");
                writer.WriteArrayStart ();
  
                foreach (UnityEditor.EditorBuildSettingsScene S inUnityEditor.EditorBuildSettings.scenes)
        {
            if(S.enabled)
            {
                string name = S.path;
                                EditorApplication.OpenScene(name);
                                writer.WriteObjectStart();
                                writer.WritePropertyName("scenes");
                                 writer.WriteArrayStart ();
                                writer.WriteObjectStart();
                                writer.WritePropertyName("name");
                                writer.Write(name);
                                writer.WritePropertyName("gameObject");
                                writer.WriteArrayStart ();
  
                                foreach (GameObject obj inObject.FindObjectsOfType(typeof(GameObject)))
                                {
                                    if(obj.transform.parent == null)
                                    {
                                                writer.WriteObjectStart();
                                                writer.WritePropertyName("name");
                                                writer.Write(obj.name);
  
                                                writer.WritePropertyName("position");
                                        writer.WriteArrayStart ();
                                                writer.WriteObjectStart();
                                                writer.WritePropertyName("x");
                                                writer.Write(obj.transform.position.x.ToString("F5"));
                                                writer.WritePropertyName("y");
                                                writer.Write(obj.transform.position.y.ToString("F5"));
                                                writer.WritePropertyName("z");
                                                writer.Write(obj.transform.position.z.ToString("F5"));
                                                writer.WriteObjectEnd();
                                                writer.WriteArrayEnd();
  
                                                writer.WritePropertyName("rotation");
                                        writer.WriteArrayStart ();
                                                writer.WriteObjectStart();
                                                writer.WritePropertyName("x");
                                                writer.Write(obj.transform.rotation.eulerAngles.x.ToString("F5"));
                                                writer.WritePropertyName("y");
                                                writer.Write(obj.transform.rotation.eulerAngles.y.ToString("F5"));
                                                writer.WritePropertyName("z");
                                                writer.Write(obj.transform.rotation.eulerAngles.z.ToString("F5"));
                                                writer.WriteObjectEnd();
                                                writer.WriteArrayEnd();
  
                                                writer.WritePropertyName("scale");
                                        writer.WriteArrayStart ();
                                                writer.WriteObjectStart();
                                                writer.WritePropertyName("x");
                                                writer.Write(obj.transform.localScale.x.ToString("F5"));
                                                writer.WritePropertyName("y");
                                                writer.Write(obj.transform.localScale.y.ToString("F5"));
                                                writer.WritePropertyName("z");
                                                writer.Write(obj.transform.localScale.z.ToString("F5"));
                                                writer.WriteObjectEnd();
                                                writer.WriteArrayEnd();
  
                                                writer.WriteObjectEnd();
                                        }
                                }
  
                                writer.WriteArrayEnd();
                                writer.WriteObjectEnd();
                                writer.WriteArrayEnd();
                                writer.WriteObjectEnd();
                        }
                }
                writer.WriteArrayEnd();
                writer.WriteObjectEnd ();
  
                sw.WriteLine(sb.ToString());
        sw.Close();
        sw.Dispose();
                AssetDatabase.Refresh();
        }
}
OK。此时我们就可以导出游戏场景的信息拉,注意游戏场景的需要现在Project Setting 中注册。点击 GameObject – > Export    XML 和 GameObject – > ExportJson 菜单项即可开始生成。
如下图所示,场景导出完毕后,会将xml 与Json 文件保存在StreamingAssets路径下,放在这里的原因是方便移动平台移植,因为它们属于二进制文件,移动平台在读取二进制文件的路径是不一样的。一定要放在这里喔。
接着,我继续创建两个游戏场景,一个用来解析XML的场景,一个用来解析JSON的场景。 
XML场景中,创建一个空的游戏对象,把XML.cs挂上去。
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using UnityEngine;
using System.Collections;
using System.Xml;
using System.IO;
public class XML : MonoBehaviour {
  
        // Use this for initialization
        void Start ()
        {
  
//电脑和iphong上的路径是不一样的,这里用标签判断一下。
#if UNITY_EDITOR
                string filepath = Application.dataPath +"/StreamingAssets"+"/my.xml";
#elif UNITY_IPHONE
          string filepath = Application.dataPath +"/Raw"+"/my.xml";
#endif
        //如果文件存在话开始解析。
                if(File.Exists (filepath))
                {
                        XmlDocument xmlDoc = newXmlDocument();
                         xmlDoc.Load(filepath);
                         XmlNodeList nodeList=xmlDoc.SelectSingleNode("gameObjects").ChildNodes;
                        foreach(XmlElement scene  innodeList)
                        {
                                //因为我的XML是把所有游戏对象全部导出, 所以这里判断一下只解析需要的场景中的游戏对象
                                //JSON和它的原理类似
                                if(!scene.GetAttribute("name").Equals("Assets/StarTrooper.unity"))
                                {
                                        continue;
                                }
  
                                foreach(XmlElement gameObjects inscene.ChildNodes)
                                {
  
                                        string asset = "Prefab/"+ gameObjects.GetAttribute("name");
                                        Vector3 pos = Vector3.zero;
                                        Vector3 rot = Vector3.zero;
                                        Vector3 sca = Vector3.zero;
                                        foreach(XmlElement transform ingameObjects.ChildNodes)
                                        {
                                                foreach(XmlElement prs intransform.ChildNodes)
                                                {
                                                        if(prs.Name == "position")
                                                        {
                                                                foreach(XmlElement position inprs.ChildNodes)
                                                                {
                                                                        switch(position.Name)
                                                                        {
                                                                        case"x":
                                                                                pos.x = float.Parse(position.InnerText);
                                                                                break;
                                                                        case"y":
                                                                                pos.y = float.Parse(position.InnerText);
                                                                                break;
                                                                        case"z":
                                                                                pos.z = float.Parse(position.InnerText);
                                                                                break;
                                                                }
                                                        }
                                                }elseif(prs.Name == "rotation")
                                                {
                                                        foreach(XmlElement rotation inprs.ChildNodes)
                                                        {
                                                                switch(rotation.Name)
                                                                {
                                                                case"x":
                                                                        rot.x = float.Parse(rotation.InnerText);
                                                                        break;
                                                                case"y":
                                                                        rot.y = float.Parse(rotation.InnerText);
                                                                        break;
                                                                case"z":
                                                                        rot.z = float.Parse(rotation.InnerText);
                                                                        break;
                                                                }
                                                        }
                                                }elseif(prs.Name == "scale")
                                                {
                                                        foreach(XmlElement scale inprs.ChildNodes)
                                                        {
                                                                switch(scale.Name)
                                                                {
                                                                case"x":
                                                                        sca.x = float.Parse(scale.InnerText);
                                                                        break;
                                                                case"y":
                                                                        sca.y = float.Parse(scale.InnerText);
                                                                        break;
                                                                case"z":
                                                                        sca.z = float.Parse(scale.InnerText);
                                                                        break;
                                                                }
                                                        }
                                                }
                                        }
  
                                        //拿到 旋转 缩放 平移 以后克隆新游戏对象
                                        GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
                                        ob.transform.localScale = sca;
  
                                        }
                        }
                        }
                }
        }
  
        // Update is called once per frame
        void Update ()
        {
  
        }
  
        void OnGUI()
        {
                if(GUI.Button(newRect(0,0,200,200),"XML WORLD"))
                {
                        Application.LoadLevel("JSONScene");
                }
  
        }
  
}
本例XML和JSON的解析与还原场景,在IOS真实设备上测试通过。
本例的下载地址:http://vdisk.weibo.com/s/k0_DE
雨松MOMO 祝大家学习愉快,准备睡觉,安 。欢迎讨论与学习 嘿嘿。
补充
最近在做客户端与服务器的交互,使用JSON 和XML会感觉数据量太大,影响效率。最后使用二进制的方式来完成。如下图所示,使用二进制可以把空间节省到803K ,是不是很不错呢? 下面我们开始学习如何制作吧。

导出场景时增加导出二进制文件选项,代码如下。
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[MenuItem ("GameObject/BINARY")]
        static void XMLJSONTOBinary ()
        {
                string filepath = Application.dataPath + @"/StreamingAssets/binary.txt";
                if(File.Exists (filepath))
                {
                        File.Delete(filepath);
                }
                FileStream  fs = newFileStream(filepath, FileMode.Create);
                BinaryWriter bw = newBinaryWriter(fs);
                foreach (UnityEditor.EditorBuildSettingsScene S inUnityEditor.EditorBuildSettings.scenes)
        {
            if(S.enabled)
            {
                                string name = S.path;
                                EditorApplication.OpenScene(name);
  
                                foreach (GameObject obj inObject.FindObjectsOfType(typeof(GameObject)))
                                {
                                    if(obj.transform.parent == null)
                                    {
//注解 直接写入字符串
                                                bw.Write(name);
                                                bw.Write(obj.name);
  
                                                short posx = (short)(obj.transform.position.x * 100);


注解
在写入二进制数据时用到的核心类就是BinaryWriter ,Binary是二进制的意思 ,可见操作二进制写入就用BinaryWriter了。 常用的数据类型会分配固定的字节数量,假设BinaryWriter 写入一个short 那么就占2字节,写一个 int 就占4字节,如果是数组的话需要数组类型字节长度在乘以数组长度。
byte:一个字节(8位) 
short:两个字节(16位) 
int:四个字节(32位)(一个字长) 
long:八个字节(64位)
float:四个字节(32位)
double:八个字节(64位)然后在说说string,字符串它并不是标准的数据类型,它是一个对象 object 那么它的字节长度就是可变的。开始我也在string 上纠结了一小会儿。还有BinaryWriter 在写入string 的时候会现将字符串的长度以byte的形式储存,然后在储存字符串的字节长度。那么在解析字符串的时候需要先解析字符串长度,然后在根据长度取得后面对应长度的字节数组,再把这个字节数组转换成string就行啦。还有,上面我用的是short x 100 其实上为了节省长度, 因为short是2字节,float是4字节。我在解析的时候用short 在除以100 就可以 换算成float拉。
然后我们在看看解析的代码,写入的时候我们用的是BinaryWriter 那么读取的时候应该是 BinaryReader。 Binary.cs
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using UnityEngine;
using System.Collections;
using System.IO;
using System.Text;
using System;
public class Binary : MonoBehaviour
{
  
        void Start ()
        {
                string filepath = Application.dataPath + @"/StreamingAssets/binary.txt";
  
                if(File.Exists (filepath))
                {
                        FileStream fs = newFileStream (filepath,FileMode.Open);
                        BinaryReader br = newBinaryReader(fs);
  
                        int index = 0;
                    //将二进制字节流全部读取在这个byte数组当中
                    //ReadBytes传递的参数是一个长度,也就是流的长度
                        byte[] tempall = br.ReadBytes((int)fs.Length);
  
                        //开始解析这个字节数组
                        while(true)
                        {
                                //当超过流长度,跳出循环
                                if(index >= tempall.Length)
                                {
                                        break;
                                }
  
                                //得到第一个byte 也就是得到字符串的长度
                                int scenelength = tempall[index];
                                byte []sceneName = newbyte [scenelength];
                                index += 1;
                                //根据长度拷贝出对应长度的字节数组
                                System.Array.Copy(tempall,index,sceneName,0,sceneName.Length);       
                                //然后把字节数组对应转换成字符串
                                string sname = System.Text.Encoding.Default.GetString(sceneName);
  
                            //这里和上面原理一样就不赘述
                                int objectLength = tempall[index + sceneName.Length];
                                byte []objectName = newbyte [objectLength];
  
                                index += sceneName.Length + 1;
                                System.Array.Copy(tempall,index,objectName,0,objectName.Length);       
                                string oname = System.Text.Encoding.Default.GetString(objectName);
  
                                //下面就是拿short 每一个short的长度是2字节。
  
                            index += objectName.Length;
                                byte[] posx = newbyte[2];
                                System.Array.Copy(tempall,index,posx,0,posx.Length);
                                //取得对应的数值 然后 除以100 就是float拉。       
                                float x = System.BitConverter.ToInt16(posx,0) /100.0f;
  
                            //下面都差不多
                                index += posx.Length;
                                byte[] posy = newbyte[2];
                                System.Array.Copy(tempall,index,posy,0,posy.Length);       
                                float y = System.BitConverter.ToInt16(posy,0) /100.0f;
  
                                index += posy.Length;
                                byte[] posz = newbyte[2];
                                System.Array.Copy(tempall,index,posz,0,posz.Length);       
                                float z = System.BitConverter.ToInt16(posz,0) /100.0f;       
  
                                index += posz.Length;
                                byte[] rotx = newbyte[2];
                                System.Array.Copy(tempall,index,rotx,0,rotx.Length);       
                                float rx = System.BitConverter.ToInt16(rotx,0) /100.0f;       
  
                                index += rotx.Length;
                                byte[] roty = newbyte[2];
                                System.Array.Copy(tempall,index,roty,0,roty.Length);       
                                float ry = System.BitConverter.ToInt16(roty,0) /100.0f;       
  
                                index += roty.Length;
                                byte[] rotz = newbyte[2];
                                System.Array.Copy(tempall,index,rotz,0,rotz.Length);       
                                float rz = System.BitConverter.ToInt16(rotz,0) /100.0f;                       
  
                                index += rotz.Length;
                                byte[] scax = newbyte[2];
                                System.Array.Copy(tempall,index,scax,0,scax.Length);       
                                float sx = System.BitConverter.ToInt16(scax,0) /100.0f;       
  
                                index += scax.Length;
                                byte[] scay = newbyte[2];
                                System.Array.Copy(tempall,index,scay,0,scay.Length);       
                                float sy = System.BitConverter.ToInt16(scay,0) /100.0f;       
  
                                index += scay.Length;
                                byte[] scaz = newbyte[2];
                                System.Array.Copy(tempall,index,scaz,0,scaz.Length);       
                                float sz = System.BitConverter.ToInt16(scaz,0) /100.0f;       
  
                                index+=scaz.Length;
  
                                if(sname.Equals("Assets/StarTrooper.unity"))
                                {
                                        //最后在这里把场景生成出来
                                        string asset = "Prefab/"+ oname;
                                        Vector3 pos = newVector3 (x,y,z);
                                        Vector3 rot = newVector3(rx,ry,rz);
                                        Vector3 sca = newVector3(sx,sy,sz);
                                        GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
                                        ob.transform.localScale = sca;
                                }
  
                        }
                }
        }
  
        // Update is called once per frame
        void Update ()
        {
  
        }
}
运行一下,场景依然生成的非常完美,在处理二进制解析的时候需要特别注意的就是字节对齐,因为你的所有数据其实就是一个byte[]字节数组,需要有理有序的把字节数组拆分,然后在转换成对应的数据,所以一定要对齐不然肯定会出错的。
最后把代码放出来,晚安 Good Ngith 哇咔咔。
下载地址 :http://vdisk.weibo.com/s/la_QE 
留言中刚好有人讨论到这块。另外还有一种方式也可以实现动态增加建立场景,使用.unity 来实现场景的加载,我觉得这种方式可能会更好一些。我在网上已经发现有人写了,那就转载过来吧。
在unity中,场景(scene)多半通过在build settings中点击add current或者把场景拖进面板实现,假如不这么做,你的场景便不会被加载,哪怕你制定了绝对路径。
就是说,一个游戏里要加载多少场景多半都是固定的。
这样的方法会有很多不便,不容易动态加载场景。所以我们今天要说的,是一种动态加载场景的方法。
首先,你需要一个编辑器文件,放在editor文件夹下。注意,这个文件不可以继承自monobehaviour
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public class BuildSceneEditor{
    [@MenuItem("build/BuildWebplayerStreamed")] 
    static void Build(){
        string[] levels = newstring[]{"Assets/Level1.unity","Assets/Level2.unity"}; 
        BuildPipeline.BuildStreamedSceneAssetBundle(levels,"streamed.unity3d",BuildTarget.WebPlayer); 
    }
}
这样,在你的unity编辑器上出现了一个按钮,你执行这个按钮,则会在你的Assets同级目录下出现你build好的streamed.unity3d文件,你把这个文件放在服务器上,下面一步就是下载这个文件并build了。
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WWW download = WWW.LoadFromCacheOrDownload("http://xxx/streamed.unity3d",0); 
yieldreturndownload; 
Application.LoadLevel("Level1");
大家注意到了吗。下载好以后就可以直接loadlevel了,不需要手动进行add current的操作了。
最后我在补充一下使用.unity3d确实方便很多,因为它不仅会把场景打包进去,并且还会把场景中对应的资源文件打包进去。举个例子,你将美工做好的模型文件放在Project视图中,然后在将模型放在Hierarchy视图中的 100,100,100坐标点中,最后把该场景打包成.unity3d文件。此时你在新建一个工程只需下载刚刚打包的场景文件,他会自动把模型放在 100,100,100坐标点中。
这说明场景文件,包含了该场景中所用到的所有模型,并且还包含了模型资源与Hierarchy视图的关系。它会带来一个弊端,比如你有N个场景,每个场景中都有相同的模型文件,这样每个场景都需要重复下载这些相同的模型文件,所以我觉得最好还是使用assetbundle来对同类的资源文件进行分包处理。