本文記錄如何通過unity3d進行腳本資源打包加載
1、創建TestDll.cs文件
public class TestDll : MonoBehaviour {
void Start () {
print("Hi U_tansuo!");
}
}
2、生成dll文件
(1)使用vs打包
(2) 使用mono打包
(3) 命令行打包 mac下(親測): /Applications/Unity/Unity.app/Contents/Frameworks/Mono/bin/gmcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 腳本路徑
win下(未試過):mcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 腳本路徑
3、更改文件后綴
至關重要一步 更改上一步生成的TestDLL.dll 為 TestDLL.bytes 否則 打包加載會錯
4、使用 BuildPipeline.BuildAssetBundle進行打包 資源為 TestDll.unity3d
5、加載
IEnumerator Test()
{
string url="file://"+Application.dataPath+"/TestDll.unity3d";
print(url);
WWW www = WWW.LoadFromCacheOrDownload (url, 1);
// Wait for download to complete
yield return www;
// Load and retrieve the AssetBundle
AssetBundle bundle = www.assetBundle;
TextAsset txt = bundle.Load("TestDll", typeof(TextAsset)) as TextAsset;
print(txt.bytes.Length);
// Load the assembly and get a type (class) from it
var assembly = System.Reflection.Assembly.Load(txt.bytes);
var type = assembly.GetType("TestDll");
// Instantiate a GameObject and add a component with the loaded class
gameObject.AddComponent(type);
}