我想将整个场景加载到我的unity项目中。我已经创建了包含3个场景(scene01,scene02,scene03)的资源包。
assetbundle导出如下所示
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class CreateAssetBundle : EditorWindow {
public const string bundlePath = "AssetBundle.unity3D";
[MenuItem("Bundle/Create")]
static void Open()
{
var w = EditorWindow.GetWindow <CreateAssetBundle>("Create bundle");
w.MyInit();
w.Show();
}
private Dictionary<string, bool> ScenesSelection;
void MyInit()
{
Debug.Log("Init window");
this.ScenesSelection = new Dictionary<string, bool>();
foreach (var scene in EditorBuildSettings.scenes)
{
Debug.Log("Add scene : " + scene.path);
this.ScenesSelection.Add(scene.path, false);
}
}
void OnGUI()
{
if (this.ScenesSelection == null)
{
this.MyInit();
}
foreach (var scene in EditorBuildSettings.scenes)
{
if (this.ScenesSelection.ContainsKey(scene.path))
{
this.ScenesSelection[scene.path] = EditorGUILayout.Toggle(scene.path, this.ScenesSelection[scene.path]);
}
}
if (GUILayout.Button("Create bundle"))
{
List<string> selectedScenes = new List<string>();
foreach (var scene in EditorBuildSettings.scenes)
{
if (this.ScenesSelection[scene.path])
{
selectedScenes.Add(scene.path);
}
}
BuildPipeline.PushAssetDependencies();
BuildPipeline.BuildPlayer(selectedScenes.ToArray(), bundlePath, BuildTarget.iPhone,
BuildOptions.UncompressedAssetBundle | BuildOptions.BuildAdditionalStreamedScenes
);
BuildPipeline.PopAssetDependencies();
}
} }
在那之后,我把我的包上传到我的服务器上。然后,我创建了一个脚本来加载资产包,如下所示。
using UnityEngine;
using System.Collections;
public class LoadBundleScene : MonoBehaviour {
public string bundlePath = "AssetBundle.unity3D";
public string url;
IEnumerator Start ()
{
var download = WWW.LoadFromCacheOrDownload (url, 1);
yield return download;
// Handle error
if (download.error != null)
{
Debug.LogError(download.error);
return true;
}
var bundle = download.assetBundle;
Debug.LogWarning(bundle.Contains("scene01"));
Application.LoadLevelAdditive ("scene01");
}
}我最后一次调试返回"false“。Unity表示“无法加载级别'scene01‘(-1),因为它尚未添加到构建设置中。”
我做错了什么。我需要这个在ios和android设备上工作。有什么想法吗?
发布于 2015-02-18 21:23:58
它使用this example工作
因此,我将通过下面的小代码创建资产包
@MenuItem ("Build/BuildWebplayerStreamed")
static function MyBuild(){
var levels : String[] = ["Assets/Level1.unity"];
BuildPipeline.BuildStreamedSceneAssetBundle( levels, "Streamed-Level1.unity3d", BuildTarget.iPhone);
}之后,我通过以下方式加载我的场景:
IEnumerator Start ()
{
// Wait for the Caching system to be ready
while (!Caching.ready)
yield return null;
// Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
using(WWW www = WWW.LoadFromCacheOrDownload (url, 1)){
yield return www;
if (www.error != null)
throw new Exception("WWW download had an error:" + www.error);
AssetBundle bundle = www.assetBundle;
bundle.LoadAll();
}
Application.LoadLevel ("scene01");
}就这样。我想补充的是,这是一个进度条。但是当我使用www.bytesDownloaded时,我得到一个错误,说"WWWCached数据只能使用assetBundle属性来访问!“也许有人知道这个问题的答案?
发布于 2015-02-13 23:47:54
在Unity 5之前,您应该在尝试加载场景之前调用yourAssetBundle.LoadAll():
此后,该函数已被弃用,必须改用LoadAllAssets。
https://stackoverflow.com/questions/28503085
复制相似问题