WWW加载AssetBundle的坑

其实就是一个路径的坑,平台不一样,路径也不一样。比如

Win是file:///,三杠

其他是file://,两杠

public static string PERSISTENT_PATH_DATABASE //= LGameConfig.LOCAL_URL_PREFIX + Application.persistentDataPath + "/DataBase/";
   {
       get
       {
           #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
                   return   "file:///"+ Application.persistentDataPath + "/Test/";
           #else
                         return   "file://"+ Application.persistentDataPath + "/Test/";
           #endif
       }
   }

Application.StreamingAsset目录又不一样

public static string STREAMING_PATH_DATABASE
    {
        //这样写,因为安卓Unity平台是Application.isMobilePlatform==false, 而宏定义中又  ==UNITY_ANDROID。
         //因为我们项目中是需要同时在PC下安卓平台和PC下 Standard平台,哈哈
        get
        {
            if (!Application.isMobilePlatform)
            {
                return "file://" + Application.dataPath + "/StreamingAssets" + "/DataBase/";
            }
            else
            {
                return
#if UNITY_ANDROID
        Application.streamingAssetsPath+  "/DataBase/";
#else
      "file://" + Application.dataPath + "/StreamingAssets" + "/DataBase/";
#endif
            }
        }

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