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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