u3d 场景资源打包

时间:2023-03-09 16:08:00
u3d 场景资源打包

搞了一天终于搞定u3d的场景打包,这样就可以不用修改太多程序,把资源放在外部修改了。好处多多

但是本来很简单的东西搞了一天,google来的说作为场景scene。unity 文件 打包成 unityd,结果一直都不行(时间就花在这里了,我相信他)

后来问了别人,别人说看文档,是打包frefab,我一次,一下就行 了,我去

下面是打包的代码

using UnityEngine;
using System.Collections;
using UnityEditor; public class assetPack : 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 + "/eScene.unity3d";
string[] levels = { "Assets/myScene.unity" };
//打包场景
BuildPipeline.BuildPlayer( levels, Path,BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
AssetDatabase.Refresh ();
} [MenuItem("Custom Editor/Save Scene")]
static void ExportScene()
{
// 打开保存面板,获得用户选择的路径
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d"); if (path.Length != )
{
// 选择的要保存的对象
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
string[] scenes = { "Assets/myScene.unity" };
//打包
BuildPipeline.BuildPlayer(scenes, path, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
}
AssetDatabase.Refresh();
}
[MenuItem("Custom Editor/Save Scene2")]
static void ExportResource()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != )
{
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
}
}
}

下面是加载的代码

using UnityEngine;
using System.Collections; public class loadScene : MonoBehaviour
{ // Use this for initialization
void Start ()
{
StartCoroutine(loadScenee()); } // Update is called once per frame
void Update () { } IEnumerator loadScenee()
{
string path;
path = "file://" + Application.dataPath + "/StreamingAssets/eScene.unity3d";
Debug.Log(path);
WWW www = new WWW(path);
yield return www;
AssetBundle bundle = www.assetBundle;
//GameObject go = bundle.Load("gCube",typeof(GameObject)) as GameObject; GameObject ObjScene = Instantiate(www.assetBundle.mainAsset) as GameObject;
bundle.Unload(false); }
}

全做记忆