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现在,它似乎UnityWebRequest.GetAssetBundle
下载资产到RAM和负载。无论如何下载到硬盘加载?下载硬盘中的AssetBundle
现在,它似乎UnityWebRequest.GetAssetBundle
下载资产到RAM和负载。无论如何下载到硬盘加载?下载硬盘中的AssetBundle
这并不复杂。像处理普通文件一样处理它,你可以从网上下载文件,但用“.unity3d”扩展名保存。
。下载AssetBundle
作为正常文件通过UnityWebRequest
发出请求。
UnityWebRequest www = UnityWebRequest.Get(url);
yield return www.Send();
.Retrieve与DownloadHandler.data
字节数组数据,然后将其保存到Application.persistentDataPath/yourfolder/filename.unity3d
。确保扩展名是“.unity3d”。
File.WriteAllBytes(handle.data, data);
就是这样。
。要加载数据,使用AssetBundle.LoadFromFile
或AssetBundle.LoadFromFileAsync
:
AssetBundleCreateRequest bundle = AssetBundle.LoadFromFileAsync(path);
如果仍然困惑,这里是东西应该是什么样子。您可能需要做一些修改:
下载并保存:
IEnumerator downloadAsset()
{
string url = "http://url.net/YourAsset.unity3d";
UnityWebRequest www = UnityWebRequest.Get(url);
DownloadHandler handle = www.downloadHandler;
//Send Request and wait
yield return www.Send();
if (www.isError)
{
UnityEngine.Debug.Log("Error while Downloading Data: " + www.error);
}
else
{
UnityEngine.Debug.Log("Success");
//handle.data
//Construct path to save it
string dataFileName = "WaterVehicles";
string tempPath = Path.Combine(Application.persistentDataPath, "AssetData");
tempPath = Path.Combine(tempPath, dataFileName + ".unity3d");
//Save
save(handle.data, tempPath);
}
}
void save(byte[] data, string path)
{
//Create the Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
try
{
File.WriteAllBytes(path, data);
Debug.Log("Saved Data to: " + path.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To Save Data to: " + path.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}
}
负载:
IEnumerable LoadObject(string path)
{
AssetBundleCreateRequest bundle = AssetBundle.LoadFromFileAsync(path);
yield return bundle;
AssetBundle myLoadedAssetBundle = bundle.assetBundle;
if (myLoadedAssetBundle == null)
{
Debug.Log("Failed to load AssetBundle!");
yield break;
}
AssetBundleRequest request = myLoadedAssetBundle.LoadAssetAsync<GameObject>("boat");
yield return request;
GameObject obj = request.asset as GameObject;
obj.transform.position = new Vector3(0.08f, -2.345f, 297.54f);
obj.transform.Rotate(350.41f, 400f, 20f);
obj.transform.localScale = new Vector3(1.0518f, 0.998f, 1.1793f);
Instantiate(obj);
myLoadedAssetBundle.Unload(false);
}
感谢,如果我要在移动设备上运行,你在哪里推荐储藏? persistentDataPath?如果我想替换旧版本的assetbundle,例如,我拥有assetbundle1_01,然后检测到更新并下载assetbundle1_02,如果用户不给我写入权限,那么这也会有问题吗? – ywj7931
是的,使用persistentDataPath。请注意,您必须**在其中创建一个文件夹并存储在该文件夹中。不要直接保存到persistentDataPath路径。它应该是'Application.persistentDataPath/yourfolder/filename.ext'。您可以随时用新版本替换文件。最后,在保存功能中有一个'try'和'catch'代码。如果有异常,您可以在catch块中检查它并要求用户启用写入权限。如果他们不想要你,你不能写信给别人的设备。 – Programmer
如果您在Android上遇到问题,请务必将“写入权限”更改为“外部(SDCard)” – Programmer