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Unity3d 5.x AssetBundle打包與加載

too sset gre def 同時 adb adas util 推薦

1.AssetBundle打包

unity 5.x版本AssetBundle打包,只需要設置好AssetBundle的名稱後,unity會自動將其打包,無需處理其他,唯獨需要做的是設置好個AssetBundle的名稱。

註意:AssetBunlde的名稱只能設置小寫字母,即使你寫成大寫也會被自動轉置成大寫字母,而且名稱中支持“/”,如:“AssetBundles/cube.unity3d”,.unity3d的後綴是自己設置的,可以不設置

代碼:

技術分享
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/設置固定名")] public static void saveAsStaticName() { string Path = "Prefabs"; string abName = "building.ab"; SetVersionDirAssetName(Path, abName);//第一個參數是路徑 第二個參數是Ab名字 默認前綴為 Application.dataPath + "/"+ Path } [MenuItem("Tools/設定文件名
")] public static void saveAsPrefabName() { string Path = "Prefabs"; SetAssetNameAsPrefabName(Path);//第一個參數是路徑 } public static void SetVersionDirAssetName(string fullPath, string abName) { var relativeLen = fullPath.Length + 8; // Assets 長度 fullPath = Application.dataPath + "/" + fullPath + "/"; if (Directory.Exists(fullPath)) { EditorUtility.DisplayProgressBar("設置AssetName名稱", "正在設置AssetName名稱中...", 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("設置AssetName名稱", "正在設置AssetName名稱中...", 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 長度 fullPath = Application.dataPath + "/" + fullPath + "/"; if (Directory.Exists(fullPath)) { EditorUtility.DisplayProgressBar("設置AssetName名稱", "正在設置AssetName名稱中...", 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("設置AssetName名稱", "正在設置AssetName名稱中...", 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 == 對應AB依賴列表文件 /// </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對應的StreamingAssets的子目錄 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("******刪除舊文件:" + 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("將要轉移的文件夾是:" + 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("******文件傳輸完成******"); } private static string _dirName = ""; /// <summary> /// 批量命名所選文件夾下資源的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("******請檢查,是否選中了非文件夾對象******"); 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("******批量設置AssetBundle名稱成功******"); } 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> /// 批量清空所選文件夾下資源的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("******請檢查,是否選中了非文件夾對象******"); 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名稱成功******"); } }
View Code

上述代碼中有一些測試函數,使用時可進行測試

2.AssetBundle加載

下述代碼中,cube,sphere等都是在unity項目中自己創建的3d預制體,自行創建即可。創建完成使用1中的方法打包AssetBundle。註意代碼中的cube大小寫問題,小寫的是設置的AssetBundle名稱,大寫的是Cube預制體的名稱,不要混淆。

代碼:

技術分享
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.先加載cube後加載sphere
        //這種方式並沒有先加載cube的依賴文件,按理說應該加載出來的cube上是sphere是missing的,但是unity5.6.3f1
        //加載並未missing,不知是不是unity版本的優化,不過好習慣還是先加載依賴文件,如load2()。

        //加載assetbundlemanifest文件
        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
        if(null != assetBundleManifest)
        {
            AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest");

            //加載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);
            }

            //加載cube的依賴文件
            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.先加載sphere再加載cube

        //加載assetBundleManifest文件
        AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(Application.dataPath + "/AssetBundles/AssetBundles");
        if(null != assetBundleManifest)
        {
            AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest");

            //加載cube依賴文件
            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);
                }
            }

            //加載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.只加載cube不加載sphere

        //無需加載assetBundleManifest文件,直接加載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()
    {
        //4.兩個預制打包成同一個AssetBundle

        //無需加載assetBundleManifest文件,直接加載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);
        }
    }
}
View Code 技術分享
using UnityEngine;

public class Relation : MonoBehaviour {
    //掛在cube預制上的測試腳本
    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 () {
        
    }
}
View Code 技術分享
using UnityEngine;

public class ScriptRelation{

    public void printLog()
    {
        Debug.Log("xxxxxxxxxxxxxxxxxx");
    }
}
View Code 技術分享
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依賴包加載
        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) 接口用來卸載AssetBundle文件。
     *  參數為false時,調用該接口後,只會卸載AssetBundle對象自身,並不會影響AssetBundle中加載的Assets。
     *  參數為true時,除了AssetBundle對象自身,所有從當前AssetBundle中加載的Assets也會被同時卸載,不管這個Assets是否還在使用中。
     *  官方推薦參數一般設置為false,只有當很明確知道從AssetsBundle中加載的Assets不會被任何對象引用時,才將參數設置成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);  //報錯:asset已被銷毀
        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);
    }
}
View Code

上述代碼有兩個測試腳本,AssetBundleLoad.cs只做了AssetBudle加載的測試。TestAssetBundle.cs做了AssetBundle加載,卸載,使用等測試,比較完整。

3.unity項目中的3個特殊文件夾

a.Resources(只讀)

Resources文件夾下的資源會被全部打包到apk或者ipa裏面,相當與一個unity默認的AssetBundle,按理說是可以將遊戲中所有的資源全部放在Resources進行加載,但是

Resources下的文件數量會影響遊戲的啟動速度,越多越慢。其次遊戲為了降低drawcall,需要對相同材質的圖像打包圖集,但是如果放在Resources裏面是沒法打包圖集的。

Resources下的資源打包時會進行壓縮

b.StreamingAssets(只讀)

StreamingAssets文件夾下的資源會被全部打包到apk或者ipa裏面

StreamingAssets文件夾下的資源不會影響遊戲啟動速度

StreamingAssets文件夾下的資源不會被壓縮,所以占用內存較大

c.persistentDataPath(可讀寫)

persistentDataPath文件夾在unity項目中是不存在的,他是程序的沙盒文件夾,只有你遊戲安裝完成之後,才會存在這個目錄,但是它可讀寫。

綜上三種文件夾,我們自己在使用時,Resources裏面放的資源只是在本地開發階段使用,打包的時候會把Resources中的文件都考本出去打成AssetBundle包,然後再將打包好的AssetBundle放到StreamingAssets文件夾下打包apk。

遊戲運行時再將資源考本到persistentDataPath文件夾下,因為這個目錄可讀寫,所以能夠用來做資源熱更新。

如有錯誤,敬請指正。

參考文章:

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

Unity3d 5.x AssetBundle打包與加載