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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- public static string AssetbundleBaseURL
- {
- get
- {
- if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer)
- {
- return Application.dataPath + "/assetbundles/";
- }
- else if (Application.platform == RuntimePlatform.Android)
- {
- return "file:///mnt/sdcard/assetbundles/";
- }
- else
- {
- return "file://" + Application.dataPath + "/../assetbundles/";
- }
- }
- }
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