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在Unity中创建可远程加载的.unity3d包
在一个Unity项目中,发布包本身不一定要包括所有的Asset(译为资产或组件),其它的部分可以单独发布为.unity3d,再由程序从本地/远程加载执行,这部分不在本文讨论范围。虽然Unity并没有直接提供.unity3d的导出功能,但可以通过其手册了解到一些,并打开菜单项。
翻看Unity关于AssetBundle的手册,有相关的链接:
- BuildPipeline.BuildAssetBundle
- Building AssetBundles
【注意】导出.unity3d格式需要pro版本,非pro版本可以打开菜单项,但导出时会提示错误:
我们可以使用Untiy提供的现成的脚本打开两个导出.unity3d的菜单项,也可以使用API根据自己的需求来写。当项目变得越来越大时,手工导出AssetBundle会越来越吃力,这时可能就需要自己来开发导出功能,自动创建AssetBundle了。
打开菜单项
在Unity中创建名为ExprotAssetBundles的C#脚本,放到Editor目录下(必须是这个目录,以便在编辑器中生效)。把下面的代码复制到ExprotAssetBundles脚本中(可以在Building AssetBundles中找到这段代码)
- <span style="font-size: 14px;"> // C# Example
- // Builds an asset bundle from the selected objects in the project view.
- // Once compiled go to "Menu" -> "Assets" and select one of the choices
- // to build the Asset Bundle
- using UnityEngine;
- using UnityEditor;
- public class ExportAssetBundles {
- [MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")]
- static void ExportResource () {
- // Bring up save panel
- string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
- if (path.Length != 0) {
- // Build the resource file from the active selection.
- Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
- BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
- Selection.objects = selection;
- }
- }
- [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
- static void ExportResourceNoTrack () {
- // Bring up save panel
- string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
- if (path.Length != 0) {
- // Build the resource file from the active selection.
- BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
- }
- }
- }</span>
这时,在Assets菜单下可以看到两个新的菜单项:
如何在创建组件包时修改属性
可以在调用 BuildPipeline.BuildAssetBundle以后使用 AssetDatabase.ImportAsset来强制导入组件,然后用 AssetPostprocessor.OnPreprocessTexture来设置需要的属性。
下面的示例来展示构建组件包时如何设置不同的纹理贴图。
- // Builds an asset bundle from the selected objects in the project view,
- // and changes the texture format using an AssetPostprocessor.
- using UnityEngine;
- using UnityEditor;
- public class ExportAssetBundles {
- // Store current texture format for the TextureProcessor.
- public static TextureImporterFormat textureFormat;
- [MenuItem("Assets/Build AssetBundle From Selection - PVRTC_RGB2")]
- static void ExportResourceRGB2 () {
- textureFormat = TextureImporterFormat.PVRTC_RGB2;
- ExportResource();
- }
- [MenuItem("Assets/Build AssetBundle From Selection - PVRTC_RGB4")]
- static void ExportResourceRGB4 () {
- textureFormat = TextureImporterFormat.PVRTC_RGB4;
- ExportResource();
- }
- static void ExportResource () {
- // Bring up save panel.
- string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
- if (path.Length != 0) {
- // Build the resource file from the active selection.
- Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
- foreach (object asset in selection) {
- string assetPath = AssetDatabase.GetAssetPath((UnityEngine.Object) asset);
- if (asset is Texture2D) {
- // Force reimport thru TextureProcessor.
- AssetDatabase.ImportAsset(assetPath);
- }
- }
- BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
- Selection.objects = selection;
- }
- }
- }
- // Changes the texture format when building the Asset Bundle.
- using UnityEngine;
- using UnityEditor;
- public class TextureProcessor : AssetPostprocessor
- {
- void OnPreprocessTexture() {
- TextureImporter importer = assetImporter as TextureImporter;
- importer.textureFormat = ExportAssetBundles.textureFormat;
- }
- }
在Unity中创建可远程加载的.unity3d包