Unity3d 5.x AssetBundle打包与加载

1.AssetBundle打包

unity 5.x版本AssetBundle打包,只需要设置好AssetBundle的名称后,unity会自动将其打包,无需处理其他,唯独需要做的是设置好个AssetBundle的名称。

注意:AssetBunlde的名称只能设置小写字母,即使你写成大写也会被自动转置成大写字母,而且名称中支持“/”,如:“AssetBundles/cube.unity3d”,.unity3d的后缀是自己设置的,可以不设置

代码:

using UnityEngine;
using UnityEditor;
using System.IO; public class CreateAssetBundles : Editor { [MenuItem("Tools/Build AssetBundles")]
static void BuildAllAssetBundles()
{
BuildPipeline.BuildAssetBundles(Application.dataPath + "/AssetBundles", BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.Android);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.LogWarning("打包成功");
} [MenuItem("Tools/设置固定名")]
public static void saveAsStaticName()
{
string Path = "Prefabs";
string abName = "building.ab";
SetVersionDirAssetName(Path, abName);//第一个参数是路径 第二个参数是Ab名字 默认前缀为 Application.dataPath + "/"+ Path
} [MenuItem("Tools/设定文件名")]
public static void saveAsPrefabName()
{
string Path = "Prefabs";
SetAssetNameAsPrefabName(Path);//第一个参数是路径
} public static void SetVersionDirAssetName(string fullPath, string abName)
{
var relativeLen = fullPath.Length + ; // Assets 长度
fullPath = Application.dataPath + "/" + fullPath + "/"; if (Directory.Exists(fullPath))
{
EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 0f);
var dir = new DirectoryInfo(fullPath);
var files = dir.GetFiles("*", SearchOption.AllDirectories);
for (var i = ; i < files.Length; ++i)
{
var fileInfo = files[i];
EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 1f * i / files.Length);
if (!fileInfo.Name.EndsWith(".meta"))
{
var basePath = fileInfo.FullName.Substring(fullPath.Length - relativeLen);//.Replace('\\', '/');
var importer = AssetImporter.GetAtPath(basePath);
if (importer && importer.assetBundleName != abName)
{
importer.assetBundleName = abName;
}
}
}
EditorUtility.ClearProgressBar();
}
} public static void SetAssetNameAsPrefabName(string fullPath)
{
var relativeLen = fullPath.Length + ; // Assets 长度
fullPath = Application.dataPath + "/" + fullPath + "/"; if (Directory.Exists(fullPath))
{
EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 0f);
var dir = new DirectoryInfo(fullPath);
var files = dir.GetFiles("*", SearchOption.AllDirectories);
for (var i = ; i < files.Length; ++i)
{
var fileInfo = files[i];
string abName = fileInfo.Name;
EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 1f * i / files.Length);
if (!fileInfo.Name.EndsWith(".meta"))
{
var basePath = fileInfo.FullName.Substring(fullPath.Length - relativeLen);//.Replace('\\', '/');
var importer = AssetImporter.GetAtPath(basePath);
//abName = AssetDatabase.AssetPathToGUID(basePath);
if (importer && importer.assetBundleName != abName)
{
importer.assetBundleName = abName;
}
}
}
EditorUtility.ClearProgressBar();
}
} /// <summary>
/// AssetBundleManifestName == 对应AB依赖列表文件
/// </summary> private static string AssetBundle_BuildDirectory_Path = @Application.streamingAssetsPath + "/../../../" + "AssetBundles";
private static string AssetBundle_TargetDirectory_Path = @Application.streamingAssetsPath + "/" + "ABFiles";
[MenuItem("Tools/Asset Bundle/Build Asset Bundles", false, )]
public static void BuildAssetBundleAndroid()
{
//Application.streamingAssetsPath对应的StreamingAssets的子目录
DirectoryInfo AB_Directory = new DirectoryInfo(AssetBundle_BuildDirectory_Path);
if (!AB_Directory.Exists)
{
AB_Directory.Create();
}
FileInfo[] filesAB = AB_Directory.GetFiles();
foreach (var item in filesAB)
{
Debug.Log("******删除旧文件:" + item.FullName + "******");
item.Delete();
}
#if UNITY_ANDROID
BuildPipeline.BuildAssetBundles(AB_Directory.FullName, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.Android);
#elif UNITY_IPHONE
BuildPipeline.BuildAssetBundles(AB_Directory.FullName, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.iOS);
#else
BuildPipeline.BuildAssetBundles(AB_Directory.FullName, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
#endif
Debug.Log("******AssetBundle打包完成******"); Debug.Log("将要转移的文件夹是:" + AssetBundle_TargetDirectory_Path);
FileInfo[] filesAB_temp = AB_Directory.GetFiles(); DirectoryInfo streaming_Directory = new DirectoryInfo(AssetBundle_TargetDirectory_Path); FileInfo[] streaming_files = streaming_Directory.GetFiles();
foreach (var item in streaming_files)
{
item.Delete();
}
AssetDatabase.Refresh();
foreach (var item in filesAB_temp)
{
if (item.Extension == "")
{
item.CopyTo(AssetBundle_TargetDirectory_Path + "/" + item.Name, true);
}
}
AssetDatabase.Refresh();
Debug.Log("******文件传输完成******");
} private static string _dirName = "";
/// <summary>
/// 批量命名所选文件夹下资源的AssetBundleName.
/// </summary>
[MenuItem("Tools/Asset Bundle/Set Asset Bundle Name")]
static void SetSelectFolderFileBundleName()
{
UnityEngine.Object[] selObj = Selection.GetFiltered(typeof(Object), SelectionMode.Unfiltered);
foreach (Object item in selObj)
{
string objPath = AssetDatabase.GetAssetPath(item);
DirectoryInfo dirInfo = new DirectoryInfo(objPath);
if (dirInfo == null)
{
Debug.LogError("******请检查,是否选中了非文件夹对象******");
return;
}
_dirName = dirInfo.Name; string filePath = dirInfo.FullName.Replace('\\', '/');
filePath = filePath.Replace(Application.dataPath, "Assets");
AssetImporter ai = AssetImporter.GetAtPath(filePath);
ai.assetBundleName = _dirName; SetAssetBundleName(dirInfo);
}
AssetDatabase.Refresh();
Debug.Log("******批量设置AssetBundle名称成功******");
}
static void SetAssetBundleName(DirectoryInfo dirInfo)
{
FileSystemInfo[] files = dirInfo.GetFileSystemInfos();
foreach (FileSystemInfo file in files)
{
if (file is FileInfo && file.Extension != ".meta" && file.Extension != ".txt")
{
string filePath = file.FullName.Replace('\\', '/');
filePath = filePath.Replace(Application.dataPath, "Assets");
AssetImporter ai = AssetImporter.GetAtPath(filePath);
ai.assetBundleName = _dirName;
}
else if (file is DirectoryInfo)
{
string filePath = file.FullName.Replace('\\', '/');
filePath = filePath.Replace(Application.dataPath, "Assets");
AssetImporter ai = AssetImporter.GetAtPath(filePath);
ai.assetBundleName = _dirName;
SetAssetBundleName(file as DirectoryInfo);
}
}
}
/// <summary>
/// 批量清空所选文件夹下资源的AssetBundleName.
/// </summary>
[MenuItem("Tools/Asset Bundle/Reset Asset Bundle Name")]
static void ResetSelectFolderFileBundleName()
{
UnityEngine.Object[] selObj = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Unfiltered);
foreach (UnityEngine.Object item in selObj)
{
string objPath = AssetDatabase.GetAssetPath(item);
DirectoryInfo dirInfo = new DirectoryInfo(objPath);
if (dirInfo == null)
{
Debug.LogError("******请检查,是否选中了非文件夹对象******");
return;
}
_dirName = null; string filePath = dirInfo.FullName.Replace('\\', '/');
filePath = filePath.Replace(Application.dataPath, "Assets");
AssetImporter ai = AssetImporter.GetAtPath(filePath);
ai.assetBundleName = _dirName; SetAssetBundleName(dirInfo);
}
AssetDatabase.Refresh();
Debug.Log("******批量清除AssetBundle名称成功******");
}
}

上述代码中有一些测试函数,使用时可进行测试

2.AssetBundle加载

下述代码中,cube,sphere等都是在unity项目中自己创建的3d预制体,自行创建即可。创建完成使用1中的方法打包AssetBundle。注意代码中的cube大小写问题,小写的是设置的AssetBundle名称,大写的是Cube预制体的名称,不要混淆。

代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class AssetBundleLoad : MonoBehaviour { // Use this for initialization
void Start () {
this.load1();
//this.load2();
//this.load3();
//this.load4();
} void load1()
{
//1.先加载cube后加载sphere
//这种方式并没有先加载cube的依赖文件,按理说应该加载出来的cube上是sphere是missing的,但是unity5.6.3f1
//加载并未missing,不知是不是unity版本的优化,不过好习惯还是先加载依赖文件,如load2()。 //加载assetbundlemanifest文件
AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
if(null != assetBundleManifest)
{
AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //加载cube
AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube.prefab");
GameObject obj = bundle.LoadAsset<GameObject>("Cube");
if(null != obj)
{
GameObject cube = Instantiate(obj);
cube.transform.SetParent(GameObject.Find("UIRoot").transform);
} //加载cube的依赖文件
string[] depends = manifest.GetAllDependencies("cube.prefab");
AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
for(int index = ; index < depends.Length; ++index)
{
dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]); obj = dependsAssetbundle[index].LoadAsset<GameObject>("Sphere");
if (null != obj)
{
GameObject sphere = Instantiate(obj);
sphere.transform.SetParent(GameObject.Find("UIRoot").transform);
}
}
}
} void load2()
{
//2.先加载sphere再加载cube //加载assetBundleManifest文件
AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
if(null != assetBundleManifest)
{
AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //加载cube依赖文件
string[] depends = manifest.GetAllDependencies("cube.prefab");
AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
for (int index = ; index < depends.Length; ++index)
{
dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]); GameObject obj1 = dependsAssetbundle[index].LoadAsset<GameObject>("Sphere");
if (null != obj1)
{
GameObject sphere = Instantiate(obj1);
sphere.transform.SetParent(GameObject.Find("UIRoot").transform);
}
} //加载cube
AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube.prefab");
GameObject obj = bundle.LoadAsset<GameObject>("Cube");
if(null != obj)
{
GameObject sphere = Instantiate(obj);
sphere.transform.SetParent(GameObject.Find("UIRoot").transform);
}
}
} void load3()
{
//3.只加载cube不加载sphere //无需加载assetBundleManifest文件,直接加载cube
AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube.prefab");
GameObject obj = bundle.LoadAsset<GameObject>("Cube");
if (null != obj)
{
GameObject sphere = Instantiate(obj);
sphere.transform.SetParent(GameObject.Find("UIRoot").transform);
}
} void load4()
{
//4.两个预制打包成同一个AssetBundle //无需加载assetBundleManifest文件,直接加载cube
AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube2.prefab");
GameObject obj = bundle.LoadAsset<GameObject>("Cube_1");
if (null != obj)
{
GameObject cube = Instantiate(obj);
cube.transform.SetParent(GameObject.Find("UIRoot").transform);
} obj = bundle.LoadAsset<GameObject>("Cube_2");
if (null != obj)
{
GameObject cube = Instantiate(obj);
cube.transform.SetParent(GameObject.Find("UIRoot").transform);
}
}
}
using UnityEngine;

public class Relation : MonoBehaviour {
//挂在cube预制上的测试脚本
public GameObject sphere_go;
public GameObject capsule_go;
// Use this for initialization
void Start () {
ScriptRelation t = new ScriptRelation();
t.printLog();
} // Update is called once per frame
void Update () { }
}
using UnityEngine;

public class ScriptRelation{

    public void printLog()
{
Debug.Log("xxxxxxxxxxxxxxxxxx");
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class TestAssetBundle : MonoBehaviour { public string AssetBundleName = "cube"; private string dir = "";
private AssetBundle bundle = null;
private Object asset = null;
private GameObject go = null; private AssetBundleManifest manifest = null; // Use this for initialization
void Start () {
dir = Application.dataPath + "/AssetBundles/";
} void OnGUI()
{
if (GUILayout.Button("LoadAssetBundle", GUILayout.Width(), GUILayout.Height())) { LoadBundle(); }
if (GUILayout.Button("LoadAsset", GUILayout.Width(), GUILayout.Height())) { LoadAsset(); }
if (GUILayout.Button("Instantiate", GUILayout.Width(), GUILayout.Height())) { Instantiate(); }
if (GUILayout.Button("Destory", GUILayout.Width(), GUILayout.Height())) { Destroy(); }
if (GUILayout.Button("Unload", GUILayout.Width(), GUILayout.Height())) { UnLoad(); }
if (GUILayout.Button("UnloadForce", GUILayout.Width(), GUILayout.Height())) { UnLoadForce(); }
if (GUILayout.Button("UnloadUnusedAssets", GUILayout.Width(), GUILayout.Height())) { UnloadUnusedAssets(); } //bundle依赖包加载
if (GUILayout.Button("LoadAssetBundleManifest", GUILayout.Width(), GUILayout.Height())) { LoadAssetBundleManifest(); }
if (GUILayout.Button("LoadBundleAndDeps", GUILayout.Width(), GUILayout.Height())) { LoadBundleAndDeps(); }
} void LoadBundle()
{
bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, AssetBundleName));
if(null == bundle)
{
Debug.LogError("LoadBundle Failed");
}
} void LoadAsset()
{
if (null == bundle) return; asset = bundle.LoadAsset<Object>("Cube");
if (null == asset) Debug.LogError("LoadAsset Failed");
} void Instantiate()
{
if (null == asset) return; go = GameObject.Instantiate<Object>(asset) as GameObject;
if (null == go) Debug.LogError("Instantiate Failed");
else
{
go.transform.SetParent(GameObject.Find("UIRoot").transform);
}
} void Destroy()
{
if (null == go) return; GameObject.Destroy(go);
go = null;
} /**
* AssetBundle.unload(bool unloadAllLoadedObjects) 接口用来卸载AssetBundle文件。
* 参数为false时,调用该接口后,只会卸载AssetBundle对象自身,并不会影响AssetBundle中加载的Assets。
* 参数为true时,除了AssetBundle对象自身,所有从当前AssetBundle中加载的Assets也会被同时卸载,不管这个Assets是否还在使用中。
* 官方推荐参数一般设置为false,只有当很明确知道从AssetsBundle中加载的Assets不会被任何对象引用时,才将参数设置成true。
**/
void UnLoad()
{
if (null == bundle) return; bundle.Unload(false);
//GameObject.Instantiate<Object>(asset); //asset可用
asset = null;
bundle = null;
} void UnLoadForce()
{
if (null == bundle) return; bundle.Unload(true);
//GameObject.Instantiate<Object>(asset); //报错:asset已被销毁
asset = null;
bundle = null;
} void UnloadUnusedAssets()
{
Resources.UnloadUnusedAssets();
} void LoadAssetBundleManifest()
{
var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, "AssetBundles"));
manifest = bundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //unload
bundle.Unload(false);
bundle = null;
} void LoadBundleAndDeps()
{
string bundleName = "cube"; string[] dependence = manifest.GetDirectDependencies(bundleName);
for(int i=; i<dependence.Length; ++i)
{
AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, dependence[i]));
} var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, bundleName));
var asset = bundle.LoadAsset<GameObject>("Cube");
bundle.Unload(false);
bundle = null;
go = GameObject.Instantiate<GameObject>(asset);
}
}

上述代码有两个测试脚本,AssetBundleLoad.cs只做了AssetBudle加载的测试。TestAssetBundle.cs做了AssetBundle加载,卸载,使用等测试,比较完整。

3.unity项目中的3个特殊文件夹

a.Resources(只读)

Resources文件夹下的资源会被全部打包到apk或者ipa里面,相当与一个unity默认的AssetBundle,按理说是可以将游戏中所有的资源全部放在Resources进行加载,但是

Resources下的文件数量会影响游戏的启动速度,越多越慢。其次游戏为了降低drawcall,需要对相同材质的图像打包图集,但是如果放在Resources里面是没法打包图集的。

Resources下的资源打包时会进行压缩

b.StreamingAssets(只读)

StreamingAssets文件夹下的资源会被全部打包到apk或者ipa里面

StreamingAssets文件夹下的资源不会影响游戏启动速度

StreamingAssets文件夹下的资源不会被压缩,所以占用内存较大

c.persistentDataPath(可读写)

persistentDataPath文件夹在unity项目中是不存在的,他是程序的沙盒文件夹,只有你游戏安装完成之后,才会存在这个目录,但是它可读写。

综上三种文件夹,我们自己在使用时,Resources里面放的资源只是在本地开发阶段使用,打包的时候会把Resources中的文件都考本出去打成AssetBundle包,然后再将打包好的AssetBundle放到StreamingAssets文件夹下打包apk。

游戏运行时再将资源考本到persistentDataPath文件夹下,因为这个目录可读写,所以能够用来做资源热更新。

如有错误,敬请指正。

///////////****以下摘自:http://www.cnblogs.com/jiangshuai52511/p/6437239.html  作者:凉城旧巷旧少年 ******/////////

5.3.针对项目的建议

由于以上分析的几种加载手段各有各的使用情景和特点。因此建议在我们的项目中按照以下情景使用这些方法:

  • 随游戏一同发布的AssetBundle(一般位于StreamingAssets文件夹中):
  • 在打AssetBundle包时,使用LZ4压缩格式进行打包(开启BuildAssetBundleOptions.ChunkBasedCompression即可)。
  • 在运行时需要加载AssetBundle对象时,使用LoadFromFile方法进行加载。
  • 这样做的好处是:即可以将AssetBundle文件压缩,又可以兼顾加载速度,且节约内存。
  • 作为更新包,需要从服务端下载的AssetBundle:
  • 在打AssetBundle包时,使用默认的LZMA格式压缩。
  • 使用http://WWW.LoadFromCacheOrDownload方法下载并缓存AssetBundle包文件。
  • 这样做的好处是:获得了最大的压缩率,在下载过程中可以减少数据传输量。同时,在本地磁盘创建缓存之后,又可以兼顾之后的加载速度,且节约内存。
  • 我们自己进行加密的AssetBundle:
  • 在打AssetBundle包时,使用LZ4压缩格式进行打包(开启BuildAssetBundleOptions.ChunkBasedCompression即可)。
  • 在运行时需要加载AssetBundle对象时,使用LoadFromMemory方法进行加载。(这也是从内存中使用流数据加载AssetBundle对象的仅有的使用场景。)
  • 我们自己压缩的AssetBundle:
  • 我们自己也可以使用第三方库或工具对生成的AssetBundle包文件进行压缩,如果需要这样做,则我们最好不要再使用Unity3D对 AssetBundle进行压缩,因此在打包时选择开启 BuildAssetBundleOptions.UncompressedAssetBundle。
  • 在运行时需要加载AssetBundle对象时,使用LoadFromFileAsync方法进行异步加载。

///////////****以上摘自:http://www.cnblogs.com/jiangshuai52511/p/6437239.html  作者:凉城旧巷旧少年 ******/////////

参考文章:

http://www.xuanyusong.com/archives/3229

http://www.cnblogs.com/AaronBlogs/p/6837682.html

http://www.cnblogs.com/kanekiken/p/7533510.html

http://www.cnblogs.com/murongxiaopifu/p/4199541.html

http://www.cnblogs.com/jiangshuai52511/p/6437239.html

http://blog.csdn.net/u010377179/article/category/6413676/3

http://blog.csdn.net/suifcd/article/details/51570003

AssetBundle内存相关:

http://blog.csdn.net/sgnyyy/article/details/39268215

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