版本Unity5.3.3
Android 小米pad1
首先非常感謝 @守着陽光 同學在下面的留言。讓我解決了一個大的謎團。。
開始我知道 StreamingAssets 路徑是這個 path = “jar:file://” + Application.dataPath + “!/assets/”;
文檔在這裏: http://docs.unity3d.com/Manual/StreamingAssets.html
後來我知道了一個新API Application.streamingAssetsPath
Application.streamingAssetsPath 其實就等於 “jar:file://” + Application.dataPath + “!/assets/”;
然而問題就出現在這個路徑上。我打印了一下LOG
Application.streamingAssetsPath = jar:file:///data/app/com.xxx.xxx-1.apk!/assets
Application.dataPath+”!assets” = /data/app/com.xxx.xxx-1.apk!assets
也就是說Application.streamingAssetsPath 多了一個 jar:file://
那麼如果想在Android上同步方法AssetBundle.LoadFromFile 就得用 Application.dataPath+”!assets”這個路徑。
從此這段代碼就正常了。
C#
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using UnityEngine; using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
public SpriteRenderer spriteRenderer; void Start () {
// /data/app/com.xxx.xxx-1.apk!assets/yusong.unity3d string path = Application.dataPath+"!assets/yusong.unity3d";
AssetBundle assetbundle = AssetBundle.LoadFromFile(path);
Sprite sprite = assetbundle.LoadAsset<Sprite>("0");
spriteRenderer.sprite =sprite; }
} |
Unity的坑啊~ 55555555555555555555
還有這個路徑只能用來AssetBundle.LoadFromFile 。如果想用File類操作。 比如File.ReadAllText 或者 File.Exists Directory.Exists 這樣都是不行的。
———————————-!!從今天以後下面的代碼已經可以作廢了!!—————————
streamingAssets 這個目錄在IOS下是可以同步讀取的,但是在Android下必須用www來異步讀取。。這就很噁心了~所以最近我就在想辦法如何能在Android下也能同步讀取。如下圖所示,我把一個sprite打成assetbundle並且放在StreamingAssets目錄下。
assetbundle的壓縮格式 ,我使用的是unity5.x的lz4方式。
C#
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[MenuItem ("Assets/Build AssetBundles")] static void BuildAllAssetBundles () { BuildPipeline.BuildAssetBundles ("Assets/StreamingAssets",BuildAssetBundleOptions.ChunkBasedCompression,BuildTarget.Android);
AssetDatabase.SaveAssets (); AssetDatabase.Refresh(); } |
然後創建一個3D Sprite 在Hierarchy裏 試圖把這個ab裏的sprite加載上去。
C#
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using UnityEngine; using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
public SpriteRenderer spriteRenderer; void Start () { //註釋掉的代碼是 unity自己的同步方式, 但是在Android上不行, 可是在IOS上可以 // AssetBundle assetbundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath +"/yusong.unity3d"); // // Sprite sprite = assetbundle.LoadAsset<Sprite>("0"); // // spriteRenderer.sprite =sprite;
//以下代碼通過JAVA代碼來同步讀取並且返回給unity AndroidJavaClass m_AndroidJavaClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject m_AndroidJavaObject = null; if (m_AndroidJavaClass != null) { m_AndroidJavaObject = m_AndroidJavaClass.GetStatic<AndroidJavaObject>("currentActivity"); } byte[] s = m_AndroidJavaObject.Call<byte[]>("LoadAB","yusong.unity3d"); AssetBundle assetbundle = AssetBundle.LoadFromMemory(s);
Sprite sprite = assetbundle.LoadAsset<Sprite>("0"); spriteRenderer.sprite =sprite;
}
} |
然後,把unity導出成android工程。。
用eclipse打開剛剛導出的工程。找到UnityPlayerActivity.java類 添加如下代碼
Java
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package com.yusong.momo;
import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream;
import com.unity3d.player.*;
import android.app.Activity; import android.content.res.AssetManager; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.Window; import android.view.WindowManager;
public class UnityPlayerActivity extends Activity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
protected AssetManager assetManager; // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState);
getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy
mUnityPlayer = new UnityPlayer(this); setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); assetManager = getAssets(); }
private byte[] readtextbytes(InputStream inputStream) {
ByteArrayOutputStream outputStream = new ByteArrayOutputStream(); //長度這裏暫時先寫成1024 byte buf[] = new byte [1024];
int len;
try {
while ((len = inputStream.read(buf)) != -1) {
outputStream.write(buf, 0, len);
}
outputStream.close();
inputStream.close();
} catch (IOException e) {
} return outputStream.toByteArray(); }
//讀取assetbund並且返回字節數組 public byte[] LoadAB(String path) { InputStream inputStream = null ; try {
inputStream = assetManager.open(path);
} catch (IOException e) {
Log.v ("unity", e.getMessage());
}
return readtextbytes(inputStream); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); }
// Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); }
// Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); }
// This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); }
// Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); }
// For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); }
// Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } |
OK 大功告成, 我的sprite已經可以同步加載了。
如下圖所示,那麼實際上unity把已經把streamingAssets目錄下的資源放在了android的assets目錄下。
那麼我們同步加載的原理也是利用Android的AssetManager這個類來讀取的。
剛和同事討論了一下,如果有效率的問題,我們可以在ndk裏讀取assets下的資源。 比如向這樣~ c# 調用 ndk 讀取完直接返回給c# 這樣就可以不通過java這一層。。
http://www.cppblog.com/johndragon/archive/2012/12/28/196754.html
最後希望大家可以幫忙多多測試看看,謝謝啦~~