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[脚本] Unity3D AssetBundle 在Android机子上进行读取

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发表于 2013-5-20 10:28 | 显示全部楼层 |阅读模式
我看到官方文档中说明:
Note that bundles are not fully compatible between platforms. A bundle built for any of the standalone platforms (including webplayer) can be loaded on any of those platforms but not on iOS or Android. Furthermore, a bundle built for iOS is not compatible with Android and vice versa.

但是我们看到,用以下步骤进行在Android机子上使用AssetBundle

重点有2点:

Use the option "BuildTarget.Android".
Describe the path with triple slash "file:///"
以下是步骤:

Delete directories "Per Texture Materials", "assetbundles", and so on.  把已经导出过的包删掉
Use the option "BuildTarget.Android" to all "BuildPipeline.BuildAssetBundle".   要把BuildTarget为Android平台!!!
Run these on Editor. Character Generator/Generate Materials Character Generator/Create Assetbundles Character Generator/Update Character Element Database  
Copy Assetbundles database to Android device which like "/mnt/sdcard/assetbundles/"  把这些包放到Android的指定目录下
Modify AssetbundleBaseURL. (the point was "file:///") 修改获取AssetbundleBaseURL基础路径的地址
  1. public static string AssetbundleBaseURL
  2. {
  3.     get
  4.     {
  5.         if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer)
  6.         {
  7.             return Application.dataPath + "/assetbundles/";
  8.         }
  9.         else if (Application.platform == RuntimePlatform.Android)
  10.         {
  11.             return "file:///mnt/sdcard/assetbundles/";
  12.         }
  13.         else
  14.         {
  15.             return "file://" + Application.dataPath + "/../assetbundles/";
  16.         }
  17.     }
  18. }
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顶顶多好
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不错不错
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说的非常好
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