Unity5.4打包AssetBundle

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使用 Buildpipeline.BuildAssetBundles方法

  1. 方法参数解释
    public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
    函数的参数解释
    outputPath:AssetBundles的输出路径
    builds:AssetBundles构建映射图 ,设置assetBundleName和assetNames,assetNames是项目文件目录的相对路径,例如 “Assets/MyPrefab.prefab”.
    assetBundleOptions:压缩模式。默认为LZMA格式。
    targetPlatform:目标平台
  2. 使用举例
public class CreateAssetBundles : MonoBehaviour{    [MenuItem("Assets/Build AssetBundles")]    static void BuildAllAssetBundles()    {        string assetBundleDirectory = "Assets/AssetBundles";        if (!Directory.Exists(assetBundleDirectory))        {            Directory.CreateDirectory(assetBundleDirectory);        }        AssetBundleBuild[] buildMap = new AssetBundleBuild[1];        buildMap[0].assetBundleName = "uibundle";        string[] uiAssets = new string[1];        uiAssets[0] = "Assets/Button.prefab";        buildMap[0].assetNames = uiAssets;        BuildPipeline.BuildAssetBundles(assetBundleDirectory,                                         buildMap,                                         BuildAssetBundleOptions.None,                                                                                 BuildTarget.StandaloneWindows);    }}