這種辦法在iOS下是不讓用的,只能在Android下用。用起來也很方便了。
1、先創建一個c#工程,引用到的UnityEngine.dll在Unity的安裝目錄里找吧
2、將編譯的dll放入Unity工程,並打成assetBundle。(要把綴名改成.bytes,這個類型Unity才識別,才能打成assetbundle)
打bundle代碼
#if UNITY_EDITOR [MenuItem("GameObject/BuildAsset")] static void BuildAsset() { var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets); foreach (var o in se) { string sp = AssetDatabase.GetAssetPath(o); string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d"; if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android)) { Debug.Log(tar); } } AssetDatabase.Refresh(); } #endif
右鍵點資源,就有BuildAsset
bundle就會生成StreamingAssets里
3、寫測試代碼
using System.Collections; using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine; public class TestGame : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } IEnumerator Load() { #if UNITY_EDITOR var path = "file://" + Application.streamingAssetsPath + "/" + "ReflectTest.dll.unity3d"; #else #if UNITY_ANDROID var path = "jar:file://" + Application.dataPath + "!/assets/" + "ReflectTest.dll.unity3d"; #elif UNITY_IOS var path = Application.dataPath + "/Raw/"+"ReflectTest.dll.unity3d"; #endif #endif //var path = "file://"+Application.streamingAssetsPath + "/" + "HelipadEscapeGame.unity3d"; Debug.Log("path="+path); using (WWW www = new WWW(path)) { yield return www; var tex = www.assetBundle.LoadAsset<TextAsset>("ReflectTest.dll"); //var tex = www.assetBundle.LoadAsset<TextAsset>("HelipadEscapeGame"); var ass = System.Reflection.Assembly.Load(tex.bytes); var type = ass.GetType("Class1"); gameObject.AddComponent(type); } } #if UNITY_EDITOR [MenuItem("Assets/BuildAsset")] static void BuildAsset() { var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets); foreach (var o in se) { string sp = AssetDatabase.GetAssetPath(o); string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d"; if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android)) { Debug.Log(tar); } } AssetDatabase.Refresh(); } #endif void OnGUI() { if (GUI.Button(new Rect(0, 0, 200, 200), "Load")) { StartCoroutine(Load()); } } }