前言
一 资源打包方法
1编写打包工具脚本
必须在assets目录下editor目录里子目录里 脚本
using UnityEngine
;
using UnityEditor
;
public class BuildAssetBundle : MonoBehaviour
{
[MenuItem("Tools/打AB包")]
public static void BuildAB()
{
BuildPipeline
.BuildAssetBundles(Application
.streamingAssetsPath
,
BuildAssetBundleOptions
.ChunkBasedCompression
, BuildTarget
.StandaloneWindows64
);
AssetDatabase
.Refresh();
Debug
.LogError("打包完成");
}
}
2标题创建一个“StreamingAssets”文件夹(存放打包资源),然后选择给需要打包的物体添加AssetBundle标签,最后点击顶部的Tools–>打AB包稍等一下即可打出AB包,如下所示:
3点击自己写的打包工具
4打包结果
4种资源加载方法
using System
.Collections
;
using System
.Collections
.Generic
;
using UnityEngine
;
namespace TestFunction
{
public class LoadFour : MonoBehaviour
{
public GameObject _pre
;
void Start()
{
if (_pre
!= null)
{
GameObject obj
= Instantiate(_pre
);
obj
.name
= "拖拽资源加载方式";
}
GameObject loadObj
= Instantiate(Resources
.Load("Prefabs/Cylinder")) as GameObject
;
loadObj
.name
= "Resources加载方式";
AssetBundle assetBundleObj
= AssetBundle
.LoadFromFile(Application
.streamingAssetsPath
+ "/cube");
GameObject abObj
= Instantiate(assetBundleObj
.LoadAsset<GameObject>("cube"));
abObj
.name
= "AB资源加载方式";
GameObject DBobj
= Instantiate(UnityEditor
.AssetDatabase
.LoadAssetAtPath<GameObject>("Assets/Load/bg_anchor_foodhome01.prefab"));
DBobj
.name
= "DB资源加载方式";
}
}
}
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