Unity最新版打包AssetBundle和加载的方法

一、设置assetBundleName
二、构建AssetBundle包
三、上传AssetBundle到服务器
四、把AssetBundle放到本地
五、操作AssetBundle
六、完整例子
七、AssetBundle Manager管理工具
八、备注知识

一、设置assetBundleName

如果没有设置AssetBundleName,会打包所有的Assets下的资源,如果设置,就只打包设置了名字的资源

1、在unity编辑器界面手动设置

Unity最新版打包AssetBundle和加载的方法_第1张图片

输入所需的AssetBundle名称。请注意,AssetBundle名称确实支持一种类型的文件夹结构,这取决于您键入的内容。要添加子文件夹,将文件夹名称以“/”分隔。例如:AssetBundle名称“environment/ forest”将在environment子文件夹下创建一个名为forest的包

2、遍历所有要打包的资源,通过代码修改assetBundleName       

第一步:先获取你要打包的资源的完整目录

       方法1:

先用Selection.objects返回场景中所有的对象,

然后AssetDatabase.GetAssetPath(selected)获取对象完整目录

方法2:

AssetPostprocessorOnPostprocessAllAssets方法

方法3:

用IO流的DirectoryInfo.GetFileSystemInfos()

和FileInfonfo获取完整目录(这种方法要注意:获取到的目录如果是”\”或者”//”要替换为“/”)

第二步:用AssetImporter asset= AssetImporter.GetAtPath(path);方法获取AssetImporter

第三步:用asset.assetBundleName=“text”设置AssetBundleName

 

有以下三种获取目录然后设置assetBundleName的方法

//Selection.objects返回场景中所有的对象
        Object[] selects = Selection.objects;
        foreach (Object selected in selects)
        {
            //返回所有对象相对于工程目录的存储路径如Assets/_Scenes/Main.unity
            string path = AssetDatabase.GetAssetPath(selected);
            //把一个目录的对象检索为AssetImporter
            AssetImporter asset = AssetImporter.GetAtPath(path);
            asset.assetBundleName = selected.name; //设置Bundle文件的名称    
            asset.assetBundleVariant = "unity3d";//设置Bundle文件的扩展名    
            asset.SaveAndReimport();
        }
        AssetDatabase.Refresh();

using UnityEngine;
using System.Collections;
using UnityEditor;
//文件描述:自动设置Assetbundle名字为文件夹名_文件名.unity3d;
public class AutoSetTextureUISprite : AssetPostprocessor
{
    static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
    {
        foreach (var str in importedAssets)
        {
            if (!str.EndsWith(".cs"))
            {
                AssetImporter importer = AssetImporter.GetAtPath(str);
                importer.assetBundleName = str;

            }
        }
        foreach (var str in deletedAssets)
        {
            if (!str.EndsWith(".cs"))
            {
                AssetImporter importer = AssetImporter.GetAtPath(str);
                importer.assetBundleName = str;
            }
        }
        for (var i = 0; i < movedAssets.Length; i++)
        {
            //Debug.Log("Moved Asset: " + movedAssets[i] + " from: " + movedFromAssetPaths[i]);
        }
    }
}
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

///   
/// 把Resource下的资源打包成.unity3d 到StreamingAssets目录下  
///   
public class Builder : Editor
{
    public static string sourcePath = Application.dataPath + "/Resources";
    const string AssetBundlesOutputPath = "Assets/StreamingAssets";

    //[MenuItem("Tools/AssetBundle/Build")]
    public static void BuildAssetBundle()
    {
        ClearAssetBundlesName();

        Pack(sourcePath);

        string outputPath = Path.Combine(AssetBundlesOutputPath, Platform.GetPlatformFolder(EditorUserBuildSettings.activeBuildTarget));
        if (!Directory.Exists(outputPath))
        {
            Directory.CreateDirectory(outputPath);
        }

        //根据BuildSetting里面所激活的平台进行打包  
        BuildPipeline.BuildAssetBundles(outputPath, 0, EditorUserBuildSettings.activeBuildTarget);

        AssetDatabase.Refresh();

        Debug.Log("打包完成");

    }

    ///   
    /// 清除之前设置过的AssetBundleName,避免产生不必要的资源也打包  
    /// 之前说过,只要设置了AssetBundleName的,都会进行打包,不论在什么目录下  
    ///   
    static void ClearAssetBundlesName()
    {
        int length = AssetDatabase.GetAllAssetBundleNames().Length;
        Debug.Log(length);
        string[] oldAssetBundleNames = new string[length];
        for (int i = 0; i < length; i++)
        {
            oldAssetBundleNames[i] = AssetDatabase.GetAllAssetBundleNames()[i];
        }

        for (int j = 0; j < oldAssetBundleNames.Length; j++)
        {
            AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j], true);
        }
        length = AssetDatabase.GetAllAssetBundleNames().Length;
        Debug.Log(length);
    }

    static void Pack(string source)
    {
        DirectoryInfo folder = new DirectoryInfo(source);
        FileSystemInfo[] files = folder.GetFileSystemInfos();
        int length = files.Length;
        for (int i = 0; i < length; i++)
        {
            if (files[i] is DirectoryInfo)
            {
                Pack(files[i].FullName);
            }
            else
            {
                if (!files[i].Name.EndsWith(".meta"))
                {
                    file(files[i].FullName);
                }
            }
        }
    }

    static void file(string source)
    {
        string _source = Replace(source);
        string _assetPath = "Assets" + _source.Substring(Application.dataPath.Length);
        string _assetPath2 = _source.Substring(Application.dataPath.Length + 1);
        //Debug.Log (_assetPath);  

        //在代码中给资源设置AssetBundleName  
        AssetImporter assetImporter = AssetImporter.GetAtPath(_assetPath);
        string assetName = _assetPath2.Substring(_assetPath2.IndexOf("/") + 1);
        assetName = assetName.Replace(Path.GetExtension(assetName), ".unity3d");
        //Debug.Log (assetName);  
        assetImporter.assetBundleName = assetName;
    }

    static string Replace(string s)
    {
        return s.Replace("\\", "/");
    }
}

public class Platform
{
    public static string GetPlatformFolder(BuildTarget target)
    {
        switch (target)
        {
            case BuildTarget.Android:
                return "Android";
            case BuildTarget.iOS:
                return "IOS";
            case BuildTarget.WebPlayer:
                return "WebPlayer";
            case BuildTarget.StandaloneWindows:
            case BuildTarget.StandaloneWindows64:
                return "Windows";
            case BuildTarget.StandaloneOSXIntel:
            case BuildTarget.StandaloneOSXIntel64:
            case BuildTarget.StandaloneOSXUniversal:
                return "OSX";
            default:
                return null;
        }
    }

}

二、构建AssetBundle

1、Assets中创建一个名为Editor的文件夹,并将一个脚本放在文件夹中

2、类要继承Editor,引用命名空间using UnityEditor;

3、创建菜单目录:[MenuItem("Assets/Build AssetBundles")]

4、调用打包方法

①用AssetBundleBuild类的方法
BuildAssetBundles(string outputPath, BuildAssetBundleOptionsassetBundleOptions, BuildTargettargetPlatform);
或者

BuildAssetBundles(string outputPath,AssetBundleBuild[] builds,BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);

②参数说明:

outputPath:打包Bundle后存储的目录,如:Assets/AssetBundles这个文件夹不会自动创建,如果它不存在的话,函数将会失败,Directory.Exists(string path)判断目录是否存在,Directory.CreateDirectory(stringpath)创建目录

BuildAssetBundleOptions:Bundle打包方式,none没有任何特殊选项,UncompressedAssetBundle在构建Bundle时不要压缩数据等等

BuildTarget构建平台,如iphone,windows,android

AssetBundleBuild[]:看备注知识5

③返回值:AssetBundleManifest,看备注知识6

5、备注知识:AssetBundleBuild

这个类与BuildAssetBundles一起使用。指定一个Bundle包的名称assetBundleName和它将包含的资源(如多张图片、音频等)的名称。

被传递给函数的AssetBundleBuild[]元素数组被称为构建映射,并作为指定编辑器包内容的替代方法。

变量:

addressableNames:返回所有的addressableName数组

    assetBundleName:AssetBundle的名字

    assetBundleVariant:AssetBundle的扩展名如.unity

AssetBundle:指定属于一个addressableName名字的所有资源名字,是一个数组,也就是一个addressableName名字下包含的所有资源名字

例子:在后

6、备注知识AssetBundleManifest
包含所有创建Bundle包信息

⑴公开方法

GetAllAssetBundles返回所有的assetbundlenames,是一个string[]数组

GetAllAssetBundlesWithVariant返回所有使用给定扩展名的assetbundlenames,是一个string[]数组

GetAllDependencies(string assetBundleName);:获取所有与指定AssetBundle包存在依赖关系的AssetBundless。也就是给一个assetBundleName,获取所有与他有关系的assetBundleName,返回一个string[]数组

GetDirectDependencies(string assetBundleName):获取所有与指定AssetBundle包存在直接联系的AssetBundless。也就是给一个assetBundleName,获取所有与他有直接关系的assetBundleName,返回一个string[]数组

GetAssetBundleHash

⑵当找到这个对象后就可以对它进行操作

7、例子

第一个方法

// 创建一个Windows AssetBundle包
using UnityEngine;
using UnityEditor;
using System.IO;
public class BuildAssetBundlesExample : MonoBehaviour
{
    //创建编辑器菜单目录
    [MenuItem("Example/Build Asset Bundles")]
    static void BuildABs()
    {
        //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))
        {
            Directory.CreateDirectory(assetBundleDirectory);
        }
        BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
    }
}
第二个方法

using UnityEngine;
using UnityEditor;
using System.IO;
public class BuildAssetBundlesBuildMapExample : MonoBehaviour
{
    [MenuItem("Example/Build Asset Bundles Using BuildMap")]
    static void BuildMapABs()
    {
        // 创建映射数组
        AssetBundleBuild[] buildMap = new AssetBundleBuild[2];

        //修改assetBundleName第一个
        buildMap[0].assetBundleName = "enemybundle";
        //assetBundleName = "enemybundle"下的所有资源名称数组
        string[] enemyAssets = new string[2];
        enemyAssets[0] = "Assets/Textures/char_enemy_alienShip.jpg";
        enemyAssets[1] = "Assets/Textures/char_enemy_alienShip-damaged.jpg";
        buildMap[0].assetNames = enemyAssets;

        //修改assetBundleName第二个
        buildMap[1].assetBundleName = "herobundle";
        //assetBundleName = "herobundle"下的所有资源名称数组
        string[] heroAssets = new string[1];
        heroAssets[0] = "char_hero_beanMan";
        buildMap[1].assetNames = heroAssets;

        //创建Bundle包

        //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))
        {
            Directory.CreateDirectory(assetBundleDirectory);
        }
        BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
    }
}

三、上传AssetBundle到服务器

四、把AssetBundle放到本地

五、操作AssetBundle


1、从磁盘目录加载AssetBundle包

⑴AssetBundle放在本地

public static AssetBundle LoadFromFile(string  path uint crc = 0, ulong offset= 0);

 

说明:从path目录同步加载AssetBundle,返回类型

AssetBundleLoadFromFileAsync异步加载)

 

参数:path读取AssetBundle的目录

      crc 校验用参数

      offset这个值指定从哪里开始读取AssetBundle,

通常为0

⑵ AssetBundle放在网络

引用using UnityEngine.Networking;命名空间

UnityWebRequest.GetAssetBundle()方法看后面的详细介绍

2、加载AssetBundle包之后,加载包内资源

注意:加载要用协程,否则你不知道是否加载完毕

⑴加载一个资源

AssetBundle

public Object LoadAsset(string name);

从AssetBundle包中加载名字为name的资源,返回object

   public Object LoadAsset(string name, Type type);

加载一个包内名字为name,类型为type的资源

public T LoadAsset(string name);

搞不懂,也是加载名字为name类型为T的资源

⑵加载包内的多个资源

AssetBundle

public Object[] LoadAllAssets(Type type);

加载包内所有类型为type的资源

public Object[] LoadAllAssets();

加载包内的所有资源

public T[] LoadAllAssets();

搞不懂,也是加载类型为T的资源

⑶备注,上面的方法是同步加载,还有异步加载方法

LoadAllAssetsAsyncLoadAssetAsync

3、从包内加载资源以后,可以对这个对象进行各种操作了

4、备注知识点

   Path.Combine(string, string) 连接两个字符串

Application 访问应用程序运行时数据

Application.streamingAssetsPath输出

E:/UnityProject/ARVR/Workspace/MyCharacter/Assets/StreamingAssets

Application.dataPath输出

E:/UnityProject/ARVR/Workspace/MyCharacter/Assets

值得注意的是如果在PC上使用时需要在每个文件夹前加入斜杠,如:

string uri = "file:///" + Application.dataPath + "/AssetBundles/" + assetBundleName;

例子:注意:加载要用协程,否则你不知道是否加载完毕

using UnityEngine;
using System.Collections;
using System.IO;
public class LoadFromFileExample : MonoBehaviour
{
    void Start()
    {
        //从文件夹里加载包
        var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle"));
        if (myLoadedAssetBundle == null)
        {
            Debug.Log("Failed to load AssetBundle!");
            return;
        }
        //从Bundle包中加载名字为:MyObject的资源,加载为GameObject
        var prefab = myLoadedAssetBundle.LoadAsset("MyObject");
        //实例化
        Instantiate(prefab);
        //卸载包中资源的内存
        myLoadedAssetBundle.Unload(false);
    }
}

5、AssetBundle放在网络

创建一个UnityWebRequest,通过HTTP GET下载一个Unity资产包

引用using UnityEngine.Networking;命名空间

UnityWebRequest.GetAssetBundle()方法
public static UnityWebRequest GetAssetBundle(string uri, uint crc); 

public static UnityWebRequest GetAssetBundle(string uri, uint version, uint crc); 

public static UnityWebRequest GetAssetBundle(string uri, Hash128 hash, uint crc);
 
public static UnityWebRequest GetAssetBundle(string uri, CachedAssetBundle cachedAssetBundle, uint crc); 

返回值:UnityWebRequest

参数:

uri:AssetsBundle包的网络地址:(可以是本地file:)

crc:0,如果不为0,将会进行校验

version:一个整数版本号

hash:一个版本散列

cachedAssetBundle:用于将给定版本的AssetBundle下载到自定义缓存路径的结构

⑵处理上一步的UnityWebRequest

用DownloadHandlerAssetBundle.GetContent()方法

public static AssetBundle GetContent(Networking.UnityWebRequest www);

www:就是上一步处理的UnityWebRequest

AssetBundle:返回值类型

例子

IEnumerator InstantiateObject()

    {
        string uri = "file:///" + Application.dataPath + "/AssetBundles/" + assetBundleName;
        UnityEngine.Networking.UnityWebRequest request = UnityEngine.Networking.UnityWebRequest.GetAssetBundle(uri, 0);
        yield return request.Send();
        AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
        GameObject cube = bundle.LoadAsset("Cube");
        GameObject sprite = bundle.LoadAsset("Sprite");
        Instantiate(cube);
        Instantiate(sprite);
}

六、完整例子

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.UI;
using UnityEngine.Networking;
public class NewBehaviourScript : MonoBehaviour {

    Image image1;
    Image Image2;
    void Start () {
        image1 = GameObject.Find("Image (1)").GetComponent();
        Image2 = GameObject.Find("Image (2)").GetComponent();
        StartCoroutine(InstantiateObject());
        StartCoroutine(InstantiateObjects());
    }
    //一个包有多个资源
    IEnumerator InstantiateObjects()
    {
        //texture是一个文件夹,里面放了多张图片
        string uri = "file:///" + Application.dataPath + "/AssetsBundles/texture";
        UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri, 0);
        yield return request.Send();
        AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
        Object[] obj = bundle.LoadAllAssets(typeof(Sprite));
        Sprite[] sprite = new Sprite[obj.Length];
        for (int i = 0; i < obj.Length; i++)
        {
            sprite[i] = obj[i] as Sprite;
        }
        this.gameObject.GetComponent().sprite = sprite[0];
        image1.sprite = sprite[1];

        //string path = Application.dataPath + "/AssetsBundles/texture";
        //AssetBundle assetbundle = AssetBundle.LoadFromFile(path, 0, 0);
        //yield return assetbundle;
        //if (assetbundle == null)
        //{
        //    print("加载Bundle为空");
        //}
        //加载类型为sprite的图片,否则一张图片会加载成两个
        //Object[] obj =assetbundle.LoadAllAssets(typeof(Sprite));
        //Sprite[] sprite = new Sprite[obj.Length];
        //for (int i = 0; i < obj.Length; i++)
        //{
        //    sprite[i] = obj[i] as Sprite;
        //}
        //this.gameObject.GetComponent().sprite = sprite[0];
        //image1.sprite = sprite[1];
    }
    //一个包有一个资源
    IEnumerator InstantiateObject()
    {
        //用UnityWebRequest读取
        //string uri = "file:///" + Application.dataPath + "/AssetsBundles/gress";
        //UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri, 0);
        //yield return request.Send();
        //AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
        //GameObject cube = bundle.LoadAsset("gress");
        //Sprite sprite = bundle.LoadAsset("gress");
        //this.gameObject.GetComponent().sprite = sprite;

        //用AssetBundle读取
        string path = Application.dataPath + "/AssetsBundles/gress";
        AssetBundle assetbundle = AssetBundle.LoadFromFile(path, 0, 0);
        yield return assetbundle;
        if (assetbundle == null)
        {
            print("加载Bundle为空");
        }
        Sprite sprite = assetbundle.LoadAsset("gress");
        Image2.sprite = sprite;
    }

    // Update is called once per frame
    void Update () {
		
	}
}

七、AssetBundle Manager管理工具

 

AssetBundle Manage是一个管理AssetBundle的工具,在官方资源商店寻找

文档说明

https://docs.unity3d.com/Manual/AssetBundles-Manager.html

下载地址

https://www.assetstore.unity3d.com/en/#!/content/45836

AssetBundle Manager是一个由Unity制作的工具,它可以使AssetBundle更加高效。

下载并导入 AssetBundle Manager 包不仅增加了加载和使用 AssetBundle 的新 API ,而且还添加了一些编辑器功能来简化工作流。这个功能可以在 Assets 菜单选项下找到。

八、备注

1、基于平台的加载AssetBundle方法

   AssetBundle.LoadFromMemoryAsync

    AssetBundle.LoadFromFile

    WWW.LoadfromCacheOrDownload

UnityWebRequest DownloadHandlerAssetBundle(Unity 5.3 or newer)

方法:https://docs.unity3d.com/Manual/AssetBundles-Native.html

2、一些知识点网址

Unity5.X新版AssetBundle使用方案及策略

http://www.cnblogs.com/jiangshuai52511/p/6437239.html

Unity5新的AssetBundle系统使用心得

http://blog.csdn.net/langresser_king/article/details/44208585

[Unity热更新]unity5中的assetbundle

http://blog.csdn.net/lyh916/article/details/49815871

3、下面的方法未经过测试,先记录下来,待以后查询

       (1)、为需要打包到AssetBundle中的资源设置其assetBundleName,有两种方式可以实现这个功能:一是手动在编辑界面对资源一一进行手动设置;二是遍历需要设置的资源目录,通过代码动态设置。显然第二个办法更加方便,具体的步骤如下:

        a.遍历要打包的资源目录,找到需要打包的预设或者资源;

        b.设置资源的assetBundleName属性;

        c.通过AssetDatabase.GetDependencies(stringpath)方法逐个找到资源的依赖资源路径;

        d.使用AssetDatabase.AssetPathToGUID(stringpath)计算出每个资源的唯一ID,然后将此ID当做assetBundleName赋予每个依赖资源;

        e.调用BuildPipeline.BuildAssetBundles(stringoutputPath)打包到指定位置。

 

      (2).资源加载:

        由于依赖关系存在于manifest中,所以加载资源之前,需要先加载manifest文件。


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