協程下載AssetBundle方法
void Start()
{
IEnumerator LoadResourceCorotine(string resName, string filePath)
{
UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(@"http://localhost/AssetBundles/" + filePath);
yield return request.SendWebRequest();
// AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
GameObject gameObject = ab.LoadAsset<GameObject>(resName);
}
}
本地加載方式
AssetBundle.LoadFromFile
AssetBundle.LoadFromMemoryAsync
通過AssetBundleManifest得到某個包的依賴
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoadFromFileExample : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
AssetBundle ab = AssetBundle.LoadFromFile("AssetBundles/cube.unity3d");
AssetBundleManifest manifest = ab.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
//通過AssetBundleManifest獲取所有AssetBundle名字
foreach (var name in manifest.GetAllAssetBundles())
{
print(name);
}
//獲取cube依賴的AssetBundle名字
string[] strs=manifest.GetAllDependencies("cube.unity3d");
//加載依賴的包
foreach (var name in strs)
{
print(name);
AssetBundle.LoadFromFile("AssetBundles/"+name);
}
GameObject cube = ab.LoadAsset<GameObject>("Cube");
Instantiate(cube);
//卸載AssetBundle true全部卸載,flase卸載不相關的
ab.Unload(true);
}
void Update()
{
}
}
AssetBunBrowserTool工具使用戶可以查看和編輯其Unity項目的AssetBundles包的配置
下載地址https://github.com/Unity-Technologies/AssetBundles-Browser