Unity加载AssetBundle的方法

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Networking;

public class DownLoad : MonoBehaviour
{
    IEnumerator Start()
    {
        //资源包路径
        string path1 = "AssetBundles/cubewall.unity3d";
        //共享依赖资源包路径
        string path2 = "AssetBundles/share.unity3d";

        //第一种加载AB的方式 ,从内存中加载 LoadFromMemory

        #region

        //方法一:异步加载
        //加载资源
        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path1));
        yield return request;
        //加载共同依赖资源,如贴图、材质
        AssetBundleCreateRequest request2 = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path2));
        yield return request2;
        AssetBundle ab = request.assetBundle;
        AssetBundle ab2 = request2.assetBundle;

        //使用里面的资源
        GameObject wallPrefab1 = (GameObject) ab.LoadAsset("CubeWall");
        Instantiate(wallPrefab1);

        //方法二:同步加载(无需用协程)
        //加载资源
        AssetBundle ab3 = AssetBundle.LoadFromMemory(File.ReadAllBytes(path1));
        //加载共同依赖资源,如贴图、材质
        AssetBundle ab4 = AssetBundle.LoadFromMemory(File.ReadAllBytes(path2));

        //使用里面的资源
        GameObject wallPrefab2 = (GameObject) ab.LoadAsset("CubeWall");
        Instantiate(wallPrefab2);

        #endregion


        //第二种加载AB的方式 ,从本地加载 LoadFromFile(无需用协程)

        #region

        AssetBundle ab5 = AssetBundle.LoadFromFile(path1);
        AssetBundle ab6 = AssetBundle.LoadFromFile(path2);

        GameObject wallPrefab3 = (GameObject) ab5.LoadAsset("CubeWall");
        Instantiate(wallPrefab3);

        #endregion

        //第三种加载AB的方式 ,从本地或服务器加载 WWW(将被弃用)

        #region

        //是否准备好
        while (Caching.ready == false)
        {
            yield return null;
        }
        //从本地加载
        //WWW www = WWW.LoadFromCacheOrDownload(@"file:/E:AssetBundleProjectAssetBundleProjectAssetBundles", 1);
        //从服务器加载
        WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/cubewall.unity3d", 1);
        yield return www;
        //是否报错
        if (string.IsNullOrEmpty(www.error) == false)
        {
            Debug.Log(www.error);
            yield break;
        }
        AssetBundle ab7 = www.assetBundle;

        //使用里面的资源
        GameObject wallPrefab4 = (GameObject) ab7.LoadAsset("CubeWall");
        Instantiate(wallPrefab4);

        #endregion

        //第四种加载AB方式 从服务器端下载 UnityWebRequest(新版Unity使用)

        #region

        //服务器路径 localhost为IP
        string uri = @"http://localhost/AssetBundles/cubewall.unity3d";
        UnityWebRequest request3 = UnityWebRequest.GetAssetBundle(uri);
        yield return request3.Send();

        //AssetBundle ab8 = ((DownloadHandlerAssetBundle)request3.downloadHandler).assetBundle;
        AssetBundle ab8 = DownloadHandlerAssetBundle.GetContent(request3);

        //使用里面的资源
        GameObject wallPrefab5 = (GameObject) ab8.LoadAsset("CubeWall");
        Instantiate(wallPrefab5);

        //加载cubewall.unity3d资源包所依赖的资源包
        AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = (AssetBundleManifest) manifestAB.LoadAsset("AssetBundleManifest");

        //foreach(string name in manifest.GetAllAssetBundles())
        //{
        //    print(name);
        //}

        //cubewall.unity3d资源包所依赖的资源包的名字
        string[] strs = manifest.GetAllDependencies("cubewall.unity3d");
        foreach (string name in strs)
        {
            AssetBundle.LoadFromFile("AssetBundles/" + name);
        }

        #endregion
    }
}

  

原文地址:https://www.cnblogs.com/kanekiken/p/7851685.html