这种办法在iOS下是不让用的,只能在Android下用。用起来也很方便了。
1、先创建一个c#工程,引用到的UnityEngine.dll在Unity的安装目录里找吧
2、将编译的dll放入Unity工程,并打成assetBundle。(要把缀名改成.bytes,这个类型Unity才识别,才能打成assetbundle)
打bundle代码
#if UNITY_EDITOR
[MenuItem("GameObject/BuildAsset")]
static void BuildAsset()
{
var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets); foreach (var o in se)
{
string sp = AssetDatabase.GetAssetPath(o);
string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d"; if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android))
{
Debug.Log(tar);
}
}
AssetDatabase.Refresh(); }
#endif
右键点资源,就有BuildAsset
bundle就会生成StreamingAssets里
3、写测试代码
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine; public class TestGame : MonoBehaviour
{ // Use this for initialization
void Start ()
{ } // Update is called once per frame
void Update () { } IEnumerator Load()
{
#if UNITY_EDITOR
var path = "file://" + Application.streamingAssetsPath + "/" + "ReflectTest.dll.unity3d";
#else
#if UNITY_ANDROID
var path = "jar:file://" + Application.dataPath + "!/assets/" + "ReflectTest.dll.unity3d";
#elif UNITY_IOS
var path = Application.dataPath + "/Raw/"+"ReflectTest.dll.unity3d";
#endif
#endif //var path = "file://"+Application.streamingAssetsPath + "/" + "HelipadEscapeGame.unity3d";
Debug.Log("path="+path);
using (WWW www = new WWW(path))
{
yield return www;
var tex = www.assetBundle.LoadAsset<TextAsset>("ReflectTest.dll");
//var tex = www.assetBundle.LoadAsset<TextAsset>("HelipadEscapeGame"); var ass = System.Reflection.Assembly.Load(tex.bytes);
var type = ass.GetType("Class1"); gameObject.AddComponent(type);
} }
#if UNITY_EDITOR
[MenuItem("Assets/BuildAsset")]
static void BuildAsset()
{
var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets); foreach (var o in se)
{
string sp = AssetDatabase.GetAssetPath(o);
string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d"; if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android))
{
Debug.Log(tar);
}
}
AssetDatabase.Refresh(); }
#endif
void OnGUI()
{
if (GUI.Button(new Rect(, , , ), "Load"))
{
StartCoroutine(Load());
}
}
}