a, 制作1个胶囊体预制体
b, 设置预制体CapsuleAB为AB包
1, 进入CapsuleAB的"Inspector"面板
2, 设置AssetBundle如下所示
①, ab/good , ab为文件夹 good为生成AB文件的名称
②, 后面的ab 可以理解为good文件的格式. 如下图所示:
1, 核心代码:
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using System.IO;
using UnityEditor;
using UnityEngine;
public class CreateAssetBundles : MonoBehaviour
{
[MenuItem("AlexHu/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string assetBundleDirectory = "AssetBundles";
if(!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory,
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows);
}
}
注解:
①, assetBundleDirectory : 将生成的AB资源放在项目更目录下(并非Assets目录下) , 如上面的ab/good , 就是在assetBundleDirectory 下生成一个ab文件夹, 将good放在ab文件夹中
②, 要将 CreateAssetBundles 放在Assets/Editor文件夹下.
③, 这样 Unity IDE上会出现AlexHu的菜单, 操作 AlexHu -> Build AssetBundles 就可以生成AB包了
代码如下:
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
/// <summary>
/// 简单的AB,从本地加载
/// </summary>
public class ABSimpleDemo : MonoBehaviour
{
private void Start()
{
AssetBundle ab = AssetBundle.LoadFromFile("AssetBundles/ab/good.ab");
GameObject go = ab.LoadAsset<GameObject>("CapsuleAB");
GameObject prefab = Instantiate(go);
prefab.transform.parent = this.transform;
}
}
scene:
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