1.AssetBundle打包
unity 5.x版本AssetBundle打包,只需要设置好AssetBundle的名称后,unity会自动将其打包,无需处理其他,唯独需要做的是设置好个AssetBundle的名称。
注意:AssetBunlde的名称只能设置小写字母,即使你写成大写也会被自动转置成大写字母,而且名称中支持“/”,如:“AssetBundles/cube.unity3d”,.unity3d的后缀是自己设置的,可以不设置
代码:
using UnityEngine; using UnityEditor; using System.IO; public class CreateAssetBundles : Editor { [MenuItem("Tools/Build AssetBundles")] static void BuildAllAssetBundles() { BuildPipeline.BuildAssetBundles(Application.dataPath + "/AssetBundles", BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.Android); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.LogWarning("打包成功"); } [MenuItem("Tools/设置固定名")] public static void saveAsStaticName() { string Path = "Prefabs"; string abName = "building.ab"; SetVersionDirAssetName(Path, abName);//第一个参数是路径 第二个参数是Ab名字 默认前缀为 Application.dataPath + "/"+ Path } [MenuItem("Tools/设定文件名")] public static void saveAsPrefabName() { string Path = "Prefabs"; SetAssetNameAsPrefabName(Path);//第一个参数是路径 } public static void SetVersionDirAssetName(string fullPath, string abName) { var relativeLen = fullPath.Length + 8; // Assets 长度 fullPath = Application.dataPath + "/" + fullPath + "/"; if (Directory.Exists(fullPath)) { EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 0f); var dir = new DirectoryInfo(fullPath); var files = dir.GetFiles("*", SearchOption.AllDirectories); for (var i = 0; i < files.Length; ++i) { var fileInfo = files[i]; EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 1f * i / files.Length); if (!fileInfo.Name.EndsWith(".meta")) { var basePath = fileInfo.FullName.Substring(fullPath.Length - relativeLen);//.Replace(‘\\‘, ‘/‘); var importer = AssetImporter.GetAtPath(basePath); if (importer && importer.assetBundleName != abName) { importer.assetBundleName = abName; } } } EditorUtility.ClearProgressBar(); } } public static void SetAssetNameAsPrefabName(string fullPath) { var relativeLen = fullPath.Length + 8; // Assets 长度 fullPath = Application.dataPath + "/" + fullPath + "/"; if (Directory.Exists(fullPath)) { EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 0f); var dir = new DirectoryInfo(fullPath); var files = dir.GetFiles("*", SearchOption.AllDirectories); for (var i = 0; i < files.Length; ++i) { var fileInfo = files[i]; string abName = fileInfo.Name; EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 1f * i / files.Length); if (!fileInfo.Name.EndsWith(".meta")) { var basePath = fileInfo.FullName.Substring(fullPath.Length - relativeLen);//.Replace(‘\\‘, ‘/‘); var importer = AssetImporter.GetAtPath(basePath); //abName = AssetDatabase.AssetPathToGUID(basePath); if (importer && importer.assetBundleName != abName) { importer.assetBundleName = abName; } } } EditorUtility.ClearProgressBar(); } } /// <summary> /// AssetBundleManifestName == 对应AB依赖列表文件 /// </summary> private static string AssetBundle_BuildDirectory_Path = @Application.streamingAssetsPath + "/../../../" + "AssetBundles"; private static string AssetBundle_TargetDirectory_Path = @Application.streamingAssetsPath + "/" + "ABFiles"; [MenuItem("Tools/Asset Bundle/Build Asset Bundles", false, 0)] public static void BuildAssetBundleAndroid() { //Application.streamingAssetsPath对应的StreamingAssets的子目录 DirectoryInfo AB_Directory = new DirectoryInfo(AssetBundle_BuildDirectory_Path); if (!AB_Directory.Exists) { AB_Directory.Create(); } FileInfo[] filesAB = AB_Directory.GetFiles(); foreach (var item in filesAB) { Debug.Log("******删除旧文件:" + item.FullName + "******"); item.Delete(); } #if UNITY_ANDROID BuildPipeline.BuildAssetBundles(AB_Directory.FullName, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.Android); #elif UNITY_IPHONE BuildPipeline.BuildAssetBundles(AB_Directory.FullName, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.iOS); #else BuildPipeline.BuildAssetBundles(AB_Directory.FullName, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64); #endif Debug.Log("******AssetBundle打包完成******"); Debug.Log("将要转移的文件夹是:" + AssetBundle_TargetDirectory_Path); FileInfo[] filesAB_temp = AB_Directory.GetFiles(); DirectoryInfo streaming_Directory = new DirectoryInfo(AssetBundle_TargetDirectory_Path); FileInfo[] streaming_files = streaming_Directory.GetFiles(); foreach (var item in streaming_files) { item.Delete(); } AssetDatabase.Refresh(); foreach (var item in filesAB_temp) { if (item.Extension == "") { item.CopyTo(AssetBundle_TargetDirectory_Path + "/" + item.Name, true); } } AssetDatabase.Refresh(); Debug.Log("******文件传输完成******"); } private static string _dirName = ""; /// <summary> /// 批量命名所选文件夹下资源的AssetBundleName. /// </summary> [MenuItem("Tools/Asset Bundle/Set Asset Bundle Name")] static void SetSelectFolderFileBundleName() { UnityEngine.Object[] selObj = Selection.GetFiltered(typeof(Object), SelectionMode.Unfiltered); foreach (Object item in selObj) { string objPath = AssetDatabase.GetAssetPath(item); DirectoryInfo dirInfo = new DirectoryInfo(objPath); if (dirInfo == null) { Debug.LogError("******请检查,是否选中了非文件夹对象******"); return; } _dirName = dirInfo.Name; string filePath = dirInfo.FullName.Replace(‘\\‘, ‘/‘); filePath = filePath.Replace(Application.dataPath, "Assets"); AssetImporter ai = AssetImporter.GetAtPath(filePath); ai.assetBundleName = _dirName; SetAssetBundleName(dirInfo); } AssetDatabase.Refresh(); Debug.Log("******批量设置AssetBundle名称成功******"); } static void SetAssetBundleName(DirectoryInfo dirInfo) { FileSystemInfo[] files = dirInfo.GetFileSystemInfos(); foreach (FileSystemInfo file in files) { if (file is FileInfo && file.Extension != ".meta" && file.Extension != ".txt") { string filePath = file.FullName.Replace(‘\\‘, ‘/‘); filePath = filePath.Replace(Application.dataPath, "Assets"); AssetImporter ai = AssetImporter.GetAtPath(filePath); ai.assetBundleName = _dirName; } else if (file is DirectoryInfo) { string filePath = file.FullName.Replace(‘\\‘, ‘/‘); filePath = filePath.Replace(Application.dataPath, "Assets"); AssetImporter ai = AssetImporter.GetAtPath(filePath); ai.assetBundleName = _dirName; SetAssetBundleName(file as DirectoryInfo); } } } /// <summary> /// 批量清空所选文件夹下资源的AssetBundleName. /// </summary> [MenuItem("Tools/Asset Bundle/Reset Asset Bundle Name")] static void ResetSelectFolderFileBundleName() { UnityEngine.Object[] selObj = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Unfiltered); foreach (UnityEngine.Object item in selObj) { string objPath = AssetDatabase.GetAssetPath(item); DirectoryInfo dirInfo = new DirectoryInfo(objPath); if (dirInfo == null) { Debug.LogError("******请检查,是否选中了非文件夹对象******"); return; } _dirName = null; string filePath = dirInfo.FullName.Replace(‘\\‘, ‘/‘); filePath = filePath.Replace(Application.dataPath, "Assets"); AssetImporter ai = AssetImporter.GetAtPath(filePath); ai.assetBundleName = _dirName; SetAssetBundleName(dirInfo); } AssetDatabase.Refresh(); Debug.Log("******批量清除AssetBundle名称成功******"); } }
上述代码中有一些测试函数,使用时可进行测试
2.AssetBundle加载
下述代码中,cube,sphere等都是在unity项目中自己创建的3d预制体,自行创建即可。创建完成使用1中的方法打包AssetBundle。注意代码中的cube大小写问题,小写的是设置的AssetBundle名称,大写的是Cube预制体的名称,不要混淆。
代码:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class AssetBundleLoad : MonoBehaviour { // Use this for initialization void Start () { this.load1(); //this.load2(); //this.load3(); //this.load4(); } void load1() { //1.先加载cube后加载sphere //这种方式并没有先加载cube的依赖文件,按理说应该加载出来的cube上是sphere是missing的,但是unity5.6.3f1 //加载并未missing,不知是不是unity版本的优化,不过好习惯还是先加载依赖文件,如load2()。 //加载assetbundlemanifest文件 AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles"); if(null != assetBundleManifest) { AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //加载cube AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube.prefab"); GameObject obj = bundle.LoadAsset<GameObject>("Cube"); if(null != obj) { GameObject cube = Instantiate(obj); cube.transform.SetParent(GameObject.Find("UIRoot").transform); } //加载cube的依赖文件 string[] depends = manifest.GetAllDependencies("cube.prefab"); AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length]; for(int index = 0; index < depends.Length; ++index) { dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]); obj = dependsAssetbundle[index].LoadAsset<GameObject>("Sphere"); if (null != obj) { GameObject sphere = Instantiate(obj); sphere.transform.SetParent(GameObject.Find("UIRoot").transform); } } } } void load2() { //2.先加载sphere再加载cube //加载assetBundleManifest文件 AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles"); if(null != assetBundleManifest) { AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //加载cube依赖文件 string[] depends = manifest.GetAllDependencies("cube.prefab"); AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length]; for (int index = 0; index < depends.Length; ++index) { dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/" + depends[index]); GameObject obj1 = dependsAssetbundle[index].LoadAsset<GameObject>("Sphere"); if (null != obj1) { GameObject sphere = Instantiate(obj1); sphere.transform.SetParent(GameObject.Find("UIRoot").transform); } } //加载cube AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube.prefab"); GameObject obj = bundle.LoadAsset<GameObject>("Cube"); if(null != obj) { GameObject sphere = Instantiate(obj); sphere.transform.SetParent(GameObject.Find("UIRoot").transform); } } } void load3() { //3.只加载cube不加载sphere //无需加载assetBundleManifest文件,直接加载cube AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube.prefab"); GameObject obj = bundle.LoadAsset<GameObject>("Cube"); if (null != obj) { GameObject sphere = Instantiate(obj); sphere.transform.SetParent(GameObject.Find("UIRoot").transform); } } void load4() { //4.两个预制打包成同一个AssetBundle //无需加载assetBundleManifest文件,直接加载cube AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/cube2.prefab"); GameObject obj = bundle.LoadAsset<GameObject>("Cube_1"); if (null != obj) { GameObject cube = Instantiate(obj); cube.transform.SetParent(GameObject.Find("UIRoot").transform); } obj = bundle.LoadAsset<GameObject>("Cube_2"); if (null != obj) { GameObject cube = Instantiate(obj); cube.transform.SetParent(GameObject.Find("UIRoot").transform); } } }
using UnityEngine; public class Relation : MonoBehaviour { //挂在cube预制上的测试脚本 public GameObject sphere_go; public GameObject capsule_go; // Use this for initialization void Start () { ScriptRelation t = new ScriptRelation(); t.printLog(); } // Update is called once per frame void Update () { } }
using UnityEngine; public class ScriptRelation{ public void printLog() { Debug.Log("xxxxxxxxxxxxxxxxxx"); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class TestAssetBundle : MonoBehaviour { public string AssetBundleName = "cube"; private string dir = ""; private AssetBundle bundle = null; private Object asset = null; private GameObject go = null; private AssetBundleManifest manifest = null; // Use this for initialization void Start () { dir = Application.dataPath + "/AssetBundles/"; } void OnGUI() { if (GUILayout.Button("LoadAssetBundle", GUILayout.Width(200), GUILayout.Height(50))) { LoadBundle(); } if (GUILayout.Button("LoadAsset", GUILayout.Width(200), GUILayout.Height(50))) { LoadAsset(); } if (GUILayout.Button("Instantiate", GUILayout.Width(200), GUILayout.Height(50))) { Instantiate(); } if (GUILayout.Button("Destory", GUILayout.Width(200), GUILayout.Height(50))) { Destroy(); } if (GUILayout.Button("Unload", GUILayout.Width(200), GUILayout.Height(50))) { UnLoad(); } if (GUILayout.Button("UnloadForce", GUILayout.Width(200), GUILayout.Height(50))) { UnLoadForce(); } if (GUILayout.Button("UnloadUnusedAssets", GUILayout.Width(200), GUILayout.Height(50))) { UnloadUnusedAssets(); } //bundle依赖包加载 if (GUILayout.Button("LoadAssetBundleManifest", GUILayout.Width(200), GUILayout.Height(50))) { LoadAssetBundleManifest(); } if (GUILayout.Button("LoadBundleAndDeps", GUILayout.Width(200), GUILayout.Height(50))) { LoadBundleAndDeps(); } } void LoadBundle() { bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, AssetBundleName)); if(null == bundle) { Debug.LogError("LoadBundle Failed"); } } void LoadAsset() { if (null == bundle) return; asset = bundle.LoadAsset<Object>("Cube"); if (null == asset) Debug.LogError("LoadAsset Failed"); } void Instantiate() { if (null == asset) return; go = GameObject.Instantiate<Object>(asset) as GameObject; if (null == go) Debug.LogError("Instantiate Failed"); else { go.transform.SetParent(GameObject.Find("UIRoot").transform); } } void Destroy() { if (null == go) return; GameObject.Destroy(go); go = null; } /** * AssetBundle.unload(bool unloadAllLoadedObjects) 接口用来卸载AssetBundle文件。 * 参数为false时,调用该接口后,只会卸载AssetBundle对象自身,并不会影响AssetBundle中加载的Assets。 * 参数为true时,除了AssetBundle对象自身,所有从当前AssetBundle中加载的Assets也会被同时卸载,不管这个Assets是否还在使用中。 * 官方推荐参数一般设置为false,只有当很明确知道从AssetsBundle中加载的Assets不会被任何对象引用时,才将参数设置成true。 **/ void UnLoad() { if (null == bundle) return; bundle.Unload(false); //GameObject.Instantiate<Object>(asset); //asset可用 asset = null; bundle = null; } void UnLoadForce() { if (null == bundle) return; bundle.Unload(true); //GameObject.Instantiate<Object>(asset); //报错:asset已被销毁 asset = null; bundle = null; } void UnloadUnusedAssets() { Resources.UnloadUnusedAssets(); } void LoadAssetBundleManifest() { var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, "AssetBundles")); manifest = bundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //unload bundle.Unload(false); bundle = null; } void LoadBundleAndDeps() { string bundleName = "cube"; string[] dependence = manifest.GetDirectDependencies(bundleName); for(int i=0; i<dependence.Length; ++i) { AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, dependence[i])); } var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, bundleName)); var asset = bundle.LoadAsset<GameObject>("Cube"); bundle.Unload(false); bundle = null; go = GameObject.Instantiate<GameObject>(asset); } }
上述代码有两个测试脚本,AssetBundleLoad.cs只做了AssetBudle加载的测试。TestAssetBundle.cs做了AssetBundle加载,卸载,使用等测试,比较完整。
3.unity项目中的3个特殊文件夹
a.Resources(只读)
Resources文件夹下的资源会被全部打包到apk或者ipa里面,相当与一个unity默认的AssetBundle,按理说是可以将游戏中所有的资源全部放在Resources进行加载,但是
Resources下的文件数量会影响游戏的启动速度,越多越慢。其次游戏为了降低drawcall,需要对相同材质的图像打包图集,但是如果放在Resources里面是没法打包图集的。
Resources下的资源打包时会进行压缩
b.StreamingAssets(只读)
StreamingAssets文件夹下的资源会被全部打包到apk或者ipa里面
StreamingAssets文件夹下的资源不会影响游戏启动速度
StreamingAssets文件夹下的资源不会被压缩,所以占用内存较大
c.persistentDataPath(可读写)
persistentDataPath文件夹在unity项目中是不存在的,他是程序的沙盒文件夹,只有你游戏安装完成之后,才会存在这个目录,但是它可读写。
综上三种文件夹,我们自己在使用时,Resources里面放的资源只是在本地开发阶段使用,打包的时候会把Resources中的文件都考本出去打成AssetBundle包,然后再将打包好的AssetBundle放到StreamingAssets文件夹下打包apk。
游戏运行时再将资源考本到persistentDataPath文件夹下,因为这个目录可读写,所以能够用来做资源热更新。
如有错误,敬请指正。
参考文章:
http://www.xuanyusong.com/archives/3229
http://www.cnblogs.com/AaronBlogs/p/6837682.html
http://www.cnblogs.com/kanekiken/p/7533510.html
http://www.cnblogs.com/murongxiaopifu/p/4199541.html
http://www.cnblogs.com/jiangshuai52511/p/6437239.html
http://blog.csdn.net/u010377179/article/category/6413676/3
http://blog.csdn.net/suifcd/article/details/51570003