版本Unity5.3.3
Android 小米pad1
首先非常感謝 @守着陽光 同學在下面的留言。讓我解決了一個大的謎團。。
開始我知道 StreamingAssets 路徑是這個 path = “jar:file://” + Application.dataPath + “!/assets/”;
文檔在這里: http://docs.unity3d.com/Manual/StreamingAssets.html
后來我知道了一個新API Application.streamingAssetsPath
Application.streamingAssetsPath 其實就等於 “jar:file://” + Application.dataPath + “!/assets/”;
然而問題就出現在這個路徑上。我打印了一下LOG
Application.streamingAssetsPath = jar:file:///data/app/com.xxx.xxx-1.apk!/assets
Application.dataPath+”!assets” = /data/app/com.xxx.xxx-1.apk!assets
也就是說Application.streamingAssetsPath 多了一個 jar:file://
那么如果想在Android上同步方法AssetBundle.LoadFromFile 就得用 Application.dataPath+”!assets”這個路徑。
從此這段代碼就正常了。
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using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
public SpriteRenderer spriteRenderer;
void Start () {
// /data/app/com.xxx.xxx-1.apk!assets/yusong.unity3d
string path = Application.dataPath+"!assets/yusong.unity3d";
AssetBundle assetbundle = AssetBundle.LoadFromFile(path);
Sprite sprite = assetbundle.LoadAsset<Sprite>("0");
spriteRenderer.sprite =sprite;
}
}
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Unity的坑啊~ 55555555555555555555
還有這個路徑只能用來AssetBundle.LoadFromFile 。如果想用File類操作。 比如File.ReadAllText 或者 File.Exists Directory.Exists 這樣都是不行的。
———————————-!!從今天以后下面的代碼已經可以作廢了!!—————————
streamingAssets 這個目錄在IOS下是可以同步讀取的,但是在Android下必須用www來異步讀取。。這就很惡心了~所以最近我就在想辦法如何能在Android下也能同步讀取。如下圖所示,我把一個sprite打成assetbundle並且放在StreamingAssets目錄下。
assetbundle的壓縮格式 ,我使用的是unity5.x的lz4方式。
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[MenuItem ("Assets/Build AssetBundles")]
static void BuildAllAssetBundles ()
{
BuildPipeline.BuildAssetBundles ("Assets/StreamingAssets",BuildAssetBundleOptions.ChunkBasedCompression,BuildTarget.Android);
AssetDatabase.SaveAssets ();
AssetDatabase.Refresh();
}
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然后創建一個3D Sprite 在Hierarchy里 試圖把這個ab里的sprite加載上去。
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using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
public SpriteRenderer spriteRenderer;
void Start () {
//注釋掉的代碼是 unity自己的同步方式, 但是在Android上不行, 可是在IOS上可以
// AssetBundle assetbundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath +"/yusong.unity3d");
//
// Sprite sprite = assetbundle.LoadAsset<Sprite>("0");
//
// spriteRenderer.sprite =sprite;
//以下代碼通過JAVA代碼來同步讀取並且返回給unity
AndroidJavaClass m_AndroidJavaClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject m_AndroidJavaObject = null;
if (m_AndroidJavaClass != null) {
m_AndroidJavaObject = m_AndroidJavaClass.GetStatic<AndroidJavaObject>("currentActivity");
}
byte[] s = m_AndroidJavaObject.Call<byte[]>("LoadAB","yusong.unity3d");
AssetBundle assetbundle = AssetBundle.LoadFromMemory(s);
Sprite sprite = assetbundle.LoadAsset<Sprite>("0");
spriteRenderer.sprite =sprite;
}
}
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然后,把unity導出成android工程。。
用eclipse打開剛剛導出的工程。找到UnityPlayerActivity.java類 添加如下代碼
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package com.yusong.momo;
import java.io.ByteArrayOutputStream;
import java.io.IOException;
import java.io.InputStream;
import com.unity3d.player.*;
import android.app.Activity;
import android.content.res.AssetManager;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
public class UnityPlayerActivity extends Activity
{
protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
protected AssetManager assetManager;
// Setup activity layout
@Override protected void onCreate (Bundle savedInstanceState)
{
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy
mUnityPlayer = new UnityPlayer(this);
setContentView(mUnityPlayer);
mUnityPlayer.requestFocus();
assetManager = getAssets();
}
private byte[] readtextbytes(InputStream inputStream)
{
ByteArrayOutputStream outputStream = new ByteArrayOutputStream();
//長度這里暫時先寫成1024
byte buf[] = new byte [1024];
int len;
try {
while ((len = inputStream.read(buf)) != -1) {
outputStream.write(buf, 0, len);
}
outputStream.close();
inputStream.close();
} catch (IOException e) {
}
return outputStream.toByteArray();
}
//讀取assetbund並且返回字節數組
public byte[] LoadAB(String path)
{
InputStream inputStream = null ;
try {
inputStream = assetManager.open(path);
} catch (IOException e) {
Log.v ("unity", e.getMessage());
}
return readtextbytes(inputStream);
}
// Quit Unity
@Override protected void onDestroy ()
{
mUnityPlayer.quit();
super.onDestroy();
}
// Pause Unity
@Override protected void onPause()
{
super.onPause();
mUnityPlayer.pause();
}
// Resume Unity
@Override protected void onResume()
{
super.onResume();
mUnityPlayer.resume();
}
// This ensures the layout will be correct.
@Override public void onConfigurationChanged(Configuration newConfig)
{
super.onConfigurationChanged(newConfig);
mUnityPlayer.configurationChanged(newConfig);
}
// Notify Unity of the focus change.
@Override public void onWindowFocusChanged(boolean hasFocus)
{
super.onWindowFocusChanged(hasFocus);
mUnityPlayer.windowFocusChanged(hasFocus);
}
// For some reason the multiple keyevent type is not supported by the ndk.
// Force event injection by overriding dispatchKeyEvent().
@Override public boolean dispatchKeyEvent(KeyEvent event)
{
if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
return mUnityPlayer.injectEvent(event);
return super.dispatchKeyEvent(event);
}
// Pass any events not handled by (unfocused) views straight to UnityPlayer
@Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }
@Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }
@Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }
/*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }
}
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OK 大功告成, 我的sprite已經可以同步加載了。
如下圖所示,那么實際上unity把已經把streamingAssets目錄下的資源放在了android的assets目錄下。
那么我們同步加載的原理也是利用Android的AssetManager這個類來讀取的。
剛和同事討論了一下,如果有效率的問題,我們可以在ndk里讀取assets下的資源。 比如向這樣~ c# 調用 ndk 讀取完直接返回給c# 這樣就可以不通過java這一層。。
http://www.cppblog.com/johndragon/archive/2012/12/28/196754.html
最后希望大家可以幫忙多多測試看看,謝謝啦~~
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- 轉載請注明: 雨松MOMO 2016年04月28日 於 雨松MOMO程序研究院 發表