需要源码及依赖请点赞关注收藏后评论区留言私信~~~
AssetBundle最重要的操作就是AssetBundle打包 下载 加载以及卸载 下面就来了解一下AssetBundle的常用操作
1:AssetBundle打包
AssetBundle打包主要用到下面两个API
BuildAssetBundles(string outputPath,AssetBundleBuild[] builds,
BuildAssetBundleOptions assetBundleOptions,BuildTarget targetPlatform);
BuildAssetBundles(string outputPath,BuildAssetBundleOptions assetBundleOptions,BuildTatget targetPlarform);
下面新建一个PackBundles.cs脚本 放入Editor文件夹中 代码如下
using System.Collections.Generic;
using System.IO;
using UnityEditor;
public class PackBundles : Editor
{
//选定资源打包
[MenuItem("PackBundles/PackBundles")]
static void PutBundleAssetes()
{
//初始化一个AssetBundleBuild表
List<AssetBundleBuild> buildMap = new List<AssetBundleBuild>();
AssetBundleBuild build = new AssetBundleBuild();
//设置AssetBundleBuild的名字和资源路径
build.assetBundleName = "tempImg.unity3d";
build.assetNames = new[] { "Assets/Textures/tempImg.jpg" };
//添加进表
buildMap.Add(build);
//将这些资源包放在一个名为ABs的目录下
string assetBundleDirectory = "Assets/ABs";
//如果目录不存在,就创建一个目录
if (!Directory.Exists(assetBundleDirectory))
{