理論不多說,網上,官方文檔都有。 這里有一篇介紹很全面的文章:https://www.cnblogs.com/ybgame/p/3973177.html
示例和注意點記錄一下,用到時以便查閱。
一、打包代碼(Editor)
我所知道的,有兩種打包方法:1、所有打包參數在代碼里設置,完全代碼控制;2、在編輯器中設置打包參數,代碼簡便
第一種:
在代碼中指定bundle包名,指定包含在該bundle里的所有資源路徑

1 [MenuItem("AssetsBundle/Build Bundle -- 代碼中設置參數")] 2 static void BuildAB() 3 { 4 string path = Application.streamingAssetsPath + "/AssetsBundles/"; 5 6 if (Directory.Exists(path)) 7 Directory.Delete(path, true); 8 Directory.CreateDirectory(path); 9 10 AssetBundleBuild[] buildMap = new AssetBundleBuild[2]; 11 12 //指定bundle包名 13 buildMap[0].assetBundleName = "prefab_bundle"; 14 15 string[] assets = new string[2]; 16 assets[0] = "Assets/AssetsBundleObj/Cube.prefab"; // 必須是完整的文件名(包括后綴) 17 assets[1] = "Assets/AssetsBundleObj/Sphere.prefab"; 18 //指定bundle包含的資源路徑數組 19 buildMap[0].assetNames = assets; 20 21 buildMap[1].assetBundleName = "scene_bundle"; 22 string[] scenes = new string[1]; 23 scenes[0] = "Assets/_Scenes/Scene.unity"; 24 buildMap[1].assetNames = scenes; 25 26 BuildPipeline.BuildAssetBundles(path, buildMap, BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows); 27 }
第二種:
先在編輯器中設置參數,選中要打包的對象,設置好包名,后綴。
然后就直接打bundle包了,無需再在代碼中處理包名之類的參數。

1 [MenuItem("AssetsBundle/Build Bundle -- 編輯器中設置參數")] 2 static void BuildAB2() 3 { 4 string path = Application.streamingAssetsPath + "/AssetsBundles/"; 5 6 if (Directory.Exists(path)) 7 Directory.Delete(path, true); 8 Directory.CreateDirectory(path); 9 10 BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows); 11 }
二、加載代碼(runtime)
通過www方法加載bundle,並把加載出來的資源實例化。

1 void OnGUI() 2 { 3 if (GUILayout.Button("加載預制體Cube")) 4 { 5 StartCoroutine(LoadObj("prefab_bundle", "cube.prefab"));//有沒有.prefab后綴都正常加載
6 } 7 if (GUILayout.Button("加載預制體Sphere")) 8 { 9 StartCoroutine(LoadObj("prefab_bundle", "sphere")); 10 } 11 } 12 /// <summary>
13 /// 加載預制體 14 /// </summary>
15 /// <param name="name"></param>
16 /// <returns></returns>
17 IEnumerator LoadObj(string bundle_name, string name) 18 { 19 string path = "file://" + Application.streamingAssetsPath + "/AssetsBundles/" + bundle_name; 20 //Debug.LogError(string.Format("obj {0}", path));
21 WWW www = new WWW(path); 22 yield return www; 23 if (www.error == null) 24 { 25 AssetBundle bundle = www.assetBundle; 26 //這里LoadAsset第二個參數 有沒有都能正常運行,這個類型到底什么用途還有待研究
27 GameObject go = Instantiate(bundle.LoadAsset(name, typeof(GameObject))) as GameObject; 28 //go.transform.parent = transform; 29 // 上一次加載完之后,下一次加載之前,必須卸載AssetBundle,不然再次加載報錯: 30 // The AssetBundle 'Memory' can't be loaded because another AssetBundle with the same files is already loaded
31 bundle.Unload(false); 32 }else
33 { 34 Debug.LogError(www.error); 35 } 36 }