
1.首先要讲一下不同平台下的一个StreamingAssets路径,这是不同的。
//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID //安卓
"jar:file://" + Application.dataPath + "!/assets/"
#elif UNITY_IPHONE //iPhone
Application.dataPath + "/Raw/"
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR //windows平台和web平台
"file://" + Application.dataPath + "/StreamingAssets/"
#else
string.Empty
#endif
这就获取到了不同平台的一个路径,我们可以将打包的文件放在这些路径下,然后再从这路径去读取资源。
2.关于打包assetbundle的脚本
using UnityEngine
using System.Collections
using UnityEditor
public class Test : Editor
{
//打包单个
[MenuItem("Custom Editor/Create AssetBunldes Main")]
static void CreateAssetBunldesMain ()
{
//获取在Project视图中选择的所有游戏对象
Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets)
//遍历所有的游戏对象
foreach (Object obj in SelectedAsset)
{
//本地测试:建议最后将Assetbundle放在StreamingAssets文件夹下,如果没有就创建一个,因为移动平台下只能读取这个路径
//StreamingAssets是只读路径,不能写入
//服务器下载:就不需要放在这里,服务器上客户端用www类进行下载。
string targetPath = Application.dataPath + "/StreamingAssets/" + obj.name + ".assetbundle"
if (BuildPipeline.BuildAssetBundle (obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies)) {
Debug.Log(obj.name +"资源打包成功")
}
else
{
Debug.Log(obj.name +"资源打包失败")
}
}
//刷新编辑器
AssetDatabase.Refresh ()
}
[MenuItem("Custom Editor/Create AssetBunldes ALL")]
static void CreateAssetBunldesALL ()
{
Caching.CleanCache ()
string Path = Application.dataPath + "/StreamingAssets/ALL.assetbundle"
Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets)
foreach (Object obj in SelectedAsset)
{
Debug.Log ("Create AssetBunldes name :" + obj)
}
//这里注意第二个参数就行
if (BuildPipeline.BuildAssetBundle (null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies)) {
AssetDatabase.Refresh ()
} else {
}
}
[MenuItem("Custom Editor/Create Scene")]
static void CreateSceneALL ()
{
//清空一下缓存
Caching.CleanCache()
string Path = Application.dataPath + "/MyScene.unity3d"
string []levels = {"Assets/Level.unity"}
//打包场景
BuildPipeline.BuildPlayer( levels, Path,BuildTarget.WebPlayer, BuildOptions.BuildAdditionalStreamedScenes)
AssetDatabase.Refresh ()
}
}
前提要新手动创建一个StreamingAssets文件夹
3.读取资源,这里只举例从本地读取,跟从网络读取是一样的,可以参考官方文档:
using UnityEngine
using System.Collections
public class RunScript : MonoBehaviour
{
//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/"
#elif UNITY_IPHONE
Application.dataPath + "/Raw/"
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/"
#else
string.Empty
#endif
void OnGUI()
{
if(GUILayout.Button("Main Assetbundle"))
{
//StartCoroutine(LoadMainGameObject(PathURL + "Prefab0.assetbundle"))
//StartCoroutine(LoadMainGameObject(PathURL + "Prefab1.assetbundle"))
StartCoroutine(LoadMainCacheGameObject(PathURL + "Prefab0.assetbundle"))
StartCoroutine(LoadMainCacheGameObject(PathURL + "Prefab1.assetbundle"))
}
if(GUILayout.Button("ALL Assetbundle"))
{
StartCoroutine(LoadALLGameObject(PathURL + "ALL.assetbundle"))
}
if(GUILayout.Button("Open Scene"))
{
StartCoroutine(LoadScene())
}
}
//读取一个资源
private IEnumerator LoadMainGameObject(string path)
{
WWW bundle = new WWW(path)
yield return bundle
//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset)
bundle.assetBundle.Unload(false)
}
//读取全部资源
private IEnumerator LoadALLGameObject(string path)
{
WWW bundle = new WWW(path)
yield return bundle
//通过Prefab的名称把他们都读取出来
Object obj0 = bundle.assetBundle.Load("Prefab0")
Object obj1 = bundle.assetBundle.Load("Prefab1")
//加载到游戏中
yield return Instantiate(obj0)
yield return Instantiate(obj1)
bundle.assetBundle.Unload(false)
}
private IEnumerator LoadMainCacheGameObject(string path)
{
WWW bundle = (path,5)
yield return bundle
//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset)
bundle.assetBundle.Unload(false)
}
private IEnumerator LoadScene()
{
WWW download = ("file://"+Application.dataPath + "/MyScene.unity3d", 1)
yield return download
var bundle = download.assetBundle
Application.LoadLevel ("Level")
}
}
多了去了....比如FBX STL MAX C4D LWO MB 3DS
以上这些格式大多都对应一种三维软件.....FBX,OBJ,STL等属于通用格式...就是很多三维软件都能打开的格式......MAX,3DS,C4D,MB等属于专用格式...就是这些文件只能用特定的软件才能打开
MAX和3DS格式 对应软件是 3DMAX
C4D对应软件是CINEMA 4D
MB对应软件是MAYA
LWO对应软件是LIGHTWAVE
以上这些格式....全部都可以创建三维人脸模型
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