初步整理并且学习unity3d资源加载方法,预计用时两天完成入门学习Unity3d常用两种加载资源方案:Resources.Load和AssetBundle
Resources.Load就是从一个缺省打进程序包里的AssetBundle里加载资源而一般AssetBundle文件需要你自己创建,运行时动态加载,
可以指定路径和来源的。其实场景里所有静态的对象也有这么一个加载过程,只是Unity后台替你自动完成
一:Resources.Load:使用这种方式加载资源,首先需要下Asset目录下创建一个名为Resources的文件夹,这个命名是U3D规定的方式,然后把资源文件放进去,
当然也可以在Resources中再创建子文件夹,当然在代码加载时需要添加相应的资源路径,下面是一个简demo,两个预设,Cube和Sphere,
其中Cube放在Resource中的Prebs中,而Sphere放在Resources跟目录下,下面分别实现Resources.Load资源的加载
using UnityEngine;using System.Collections;public class LoadResDemo : MonoBehaviour { private string cubePath = "Prebs/MyCubePreb"; private string spherePath = "MySpherePreb"; void Start () { //把资源加载到内存中 Object cubePreb = Resources.Load(cubePath, typeof(GameObject)); //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载 GameObject cube = Instantiate(cubePreb) as GameObject; //以下同理实现Sphere的动态实例化 //把资源加载到内存中 Object spherePreb = Resources.Load(spherePath, typeof(GameObject)); //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载 GameObject sphere = Instantiate(spherePreb) as GameObject; } void Update () { }}
将上面的脚本附加到某个游戏对象上,在运行游戏时就可以看到场景中动态创建的上面的游戏对象了
上面是第一种使用Resources.Load()的方式动态加载游戏对象的,然而在项目中更长用的却是第二种使用AssetBundle的方式动态加载游戏对象。
使用AssetBundle打包预设或者场景可以将与其相关的所有资源打包,这样很好地解决资源的依赖问题,使得我们可以方便的加载GameObject
首先需要打包资源:
using UnityEngine;using System.Collections;using UnityEditor;using System.IO;public class AesstBundleTest : MonoBehaviour { [MenuItem("Custom Bundle/Create Bundel Main")] public static void creatBundleMain() { //获取选择的对象的路径 Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets"); if (!isExist) { Directory.CreateDirectory(Application.dataPath + "/StreamingAssets"); } foreach (Object o in os) { string sourcePath = AssetDatabase.GetAssetPath(o); string targetPath = Application.dataPath + "/StreamingAssets/" + o.name + ".assetbundle"; if (BuildPipeline.BuildAssetBundle(o, null, targetPath, BuildAssetBundleOptions.CollectDependencies)) { print("create bundle cuccess!"); } else { print("failure happen"); } AssetDatabase.Refresh(); } } [MenuItem("Custom Bundle/Create Bundle All")] public static void CreateBundleAll() { bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets"); if (!isExist) { Directory.CreateDirectory(Application.dataPath + "/StreamingAssets"); } Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); if (os == null || os.Length == 0) { return; } string targetPath = Application.dataPath + "/StreamingAssets/" + "All.assetbundle"; if (BuildPipeline.BuildAssetBundle(null, os, targetPath, BuildAssetBundleOptions.CollectDependencies)) { print("create bundle all cuccess"); } else { print("failure happen"); } AssetDatabase.Refresh(); }}
把上面的代码放在Editor中,在菜单栏中就可以看见自定的菜单项,选中需要打包的预设,就可以把对应的预设打包并输出到StreamAssets中了
然后是动态加载资源:
using UnityEngine;using System.Collections;public class LoadBundleTest : 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 // Update is called once per frame void Update () { } void OnGUI() { if (GUILayout.Button("Load Bundle Main")) { string path_shpere = PathURL + "MySpherePreb.assetbundle"; StartCoroutine(loadBundleMain(path_shpere)); string path_cube = PathURL + "MyCubePreb.assetbundle"; StartCoroutine(loadBundleMain(path_cube)); print(path_cube); } if (GUILayout.Button("Load Bundle All")) { StartCoroutine(loadBundleAll(PathURL + "All.assetbundle")); } } private IEnumerator loadBundleMain(string path) { WWW bundle = new WWW(path); // yield return bundle; Instantiate(bundle.assetBundle.mainAsset); bundle.assetBundle.Unload(false); yield return 1; } private IEnumerator loadBundleAll(string path) { WWW bundle = new WWW(path); yield return bundle; Instantiate(bundle.assetBundle.Load("MyCubePreb")); Instantiate(bundle.assetBundle.Load("MySpherePreb")); yield return 1; }}