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u3d 场景资源打包
搞了一天终于搞定u3d的场景打包,这样就可以不用修改太多程序,把资源放在外部修改了。好处多多
但是本来很简单的东西搞了一天,google来的说作为场景scene。unity 文件 打包成 unityd,结果一直都不行(时间就花在这里了,我相信他)
后来问了别人,别人说看文档,是打包frefab,我一次,一下就行 了,我去
下面是打包的代码
using UnityEngine;using System.Collections;using UnityEditor; public class assetPack : Editor{//打包单个[MenuItem("Custom Editor/Create AssetBunldes Main")]static void CreateAssetBunldesMain (){ //获取在Project视图中选择的所有游戏对象 Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets);//遍历所有的游戏对象 foreach (Object obj in SelectedAsset) { //本地测试:建议最后将Assetbundle放在StreamingAssets文件夹下,如果没有就创建一个,因为移动平台下只能读取这个路径 //StreamingAssets是只读路径,不能写入 //服务器下载:就不需要放在这里,服务器上客户端用www类进行下载。 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); } //这里注意第二个参数就行 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 + "/eScene.unity3d"; string[] levels = { "Assets/myScene.unity" }; //打包场景 BuildPipeline.BuildPlayer( levels, Path,BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes); AssetDatabase.Refresh ();}[MenuItem("Custom Editor/Save Scene")]static void ExportScene(){ // 打开保存面板,获得用户选择的路径 string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // 选择的要保存的对象 Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); string[] scenes = { "Assets/myScene.unity" }; //打包 BuildPipeline.BuildPlayer(scenes, path, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes); } AssetDatabase.Refresh();}[MenuItem("Custom Editor/Save Scene2")]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; }}}
下面是加载的代码
using UnityEngine;using System.Collections;public class loadScene : MonoBehaviour{ // Use this for initialization void Start () { StartCoroutine(loadScenee()); } // Update is called once per frame void Update () { } IEnumerator loadScenee() { string path; path = "file://" + Application.dataPath + "/StreamingAssets/eScene.unity3d"; Debug.Log(path); WWW www = new WWW(path); yield return www; AssetBundle bundle = www.assetBundle; //GameObject go = bundle.Load("gCube",typeof(GameObject)) as GameObject; GameObject ObjScene = Instantiate(www.assetBundle.mainAsset) as GameObject; bundle.Unload(false); }}
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