我不能让Unity Assetbundles在iOS版本中工作.
在Unity中,我构建了assetsbundles:
using UnityEditor;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
BuildPipeline.BuildAssetBundles("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.iOS);
}
}
它们在Unity中运行良好.使用它们
AssetBundle bundleLoadRequest = AssetBundle.LoadFromFile("file://" + Application.dataPath + "/AssetBundles/iOS/" + myassetbundlename.ToString());
和/或
WWW wwww = WWW.LoadFromCacheOrDownload("file://" + Application.dataPath + "/AssetBundles/iOS/" + myassetbundlename.ToString(), 4);
(如果没有“file://”前缀,捆绑包将无法在Unity或Xcode中工作)
我将项目构建到Xcode并在Xcode中运行它并收到此错误:
Unable to open archive file:
/Users/user/Documents/Workspaces/unityproject/Assets/AssetBundles/iOS/lchairanimations
它可能与某种方式设置正确的路径有关,但由于我之后将assetbundle文件夹复制到Xcode项目,问题仍然存在.
解决方法:
在下面的这个例子中,我将演示如何将名为“dog”的新资产添加到名为“animals”的AssetBundle中,然后构建它然后在运行时加载它.
设置构建文件夹:
1.选择图像文件等资产.在这种情况下,这是“dog.jpeg”文件.请参阅“检查器”选项卡中的菜单.有时,它被隐藏的AssetBundle选项,将其拖动以显示它.请参阅下面的动画gif,了解如何执行此操作.默认的AssetBundle是“None”.单击“无”选项,然后转到“新建”选项并创建新的AssetBundle并将其命名为“animals”
2.在Assets文件夹中创建名为StreamingAssets的文件夹.这是我们要将AssetBundle构建到的文件夹.拼写计数并且区分大小写,因此请确保正确命名.
3.在StreamingAssets文件夹中创建子文件夹以保存AssetBundle.对于此示例,请将此文件夹命名为AssetBundles,以便您可以使用它来识别其中的内容.
构建AssetBundle:
4.下面是构建脚本.
A.创建一个名为ExportAssetBundles的脚本并将其放在Assets文件夹中名为“Editor”的文件夹中,然后将其下面的代码复制到其中:
using System.IO;
using UnityEditor;
using UnityEngine;
public class ExportAssetBundles
{
[MenuItem("Assets/Build AssetBundle")]
static void ExportResource()
{
string folderName = "AssetBundles";
string filePath = Path.Combine(Application.streamingAssetsPath, folderName);
//Build for Windows platform
BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
//Uncomment to build for other platforms
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.iOS);
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.Android);
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.WebGL);
//BuildPipeline.BuildAssetBundles(filePath, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX);
//Refresh the Project folder
AssetDatabase.Refresh();
}
}
B.转到资产来构建您的AssetBudle – >构建AssetBundle菜单.
您应该在Assets / StreamingAssets / AssetBundles目录中看到构建的AssetBundle.如果没有,请刷新“项目”选项卡.
在运行时加载AssetBundle:
5.加载时,应使用Application.streamingAssetsPath访问StreamingAssets文件夹.要访问所有文件夹,请使用Application.streamingAssetsPath“/ AssetBundle /”assetbunlenameWithoutExtension;. AssetBundle和AssetBundleRequest API用于加载AssetBundle.由于这是一个图像,因此将Texture2D传递给它们.如果使用预制件,则传递GameObject,然后实例化它.请参阅代码中的注释,了解应在何处进行更改.建议使用Path.Combine组合路径名,以便下面的代码应该使用它.
下面是一个简单的加载功能:
IEnumerator LoadAsset(string assetBundleName, string objectNameToLoad)
{
string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "AssetBundles");
filePath = System.IO.Path.Combine(filePath, assetBundleName);
//Load "animals" AssetBundle
var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(filePath);
yield return assetBundleCreateRequest;
AssetBundle asseBundle = assetBundleCreateRequest.assetBundle;
//Load the "dog" Asset (Use Texture2D since it's a Texture. Use GameObject if prefab)
AssetBundleRequest asset = asseBundle.LoadAssetAsync<Texture2D>(objectNameToLoad);
yield return asset;
//Retrieve the object (Use Texture2D since it's a Texture. Use GameObject if prefab)
Texture2D loadedAsset = asset.asset as Texture2D;
//Do something with the loaded loadedAsset object (Load to RawImage for example)
image.texture = loadedAsset;
}
装货前的事情:
A. Assetbundle的名称是动物.
B.我们想要从动物加载的资产/对象的名称Assetbundle是dog这是一只狗的简单jpg.
C.装载很简单,因为:
string nameOfAssetBundle = "animals";
string nameOfObjectToLoad = "dog";
public RawImage image;
void Start()
{
StartCoroutine(LoadAsset(nameOfAssetBundle, nameOfObjectToLoad));
}