Unity3d 同步加载 Assetbundle 方法 AssetBundle.CreateFromFile

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今天在群里问朋友有没有 同步加载 Assetbundle 的方法,同事给我指点 Unity3d 不知道在哪一个版本新增了一个 AssetBundle.CreateFromFile 的接口,这个接口是同步读取Assetbundle的。于是到帮助文档查询相关资料。

http://docs.unity3d.com/ScriptReference/AssetBundle.CreateFromFile.html
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
AssetBundle.CreateFromFilepublic static AssetBundle CreateFromFile(string path);ParameterspathPath of the file on diskSee Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload.DescriptionLoads an asset bundle from a disk.Only uncompressed asset bundles are supported by this function. This is the fastest way to load an asset bundle.
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
与之前使用WWW方式相比,使用 CreateFromFile读取 Assetbundle 方式有以下不同:

1、WWW是异步的, CreateFromFile 是同步的。

2、CreateFromFile接口读取的必须是没有压缩的Assetbundle文件。


来对比两种方式的打包与读取

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

打包Assetbundle 压缩 与 不压缩

如果使用 CreateFromFile 这个API 来读取 Assetbundle ,那么打包 Assetbundle 的时候要注意打包成 非压缩的 ,也就是要加上 这个 设置。

BuildAssetBundleOptions.UncompressedAssetBundle

代码如下:

using UnityEngine;using System.Collections;using UnityEditor;using System.IO;public class NewBehaviourScript : Editor {[MenuItem ("cp/build Girl NoLZMA")]static void BuildGirlNoLZMA(){string targetdir = Application.dataPath + "/bundleNoLZMA";uint crc = 0;//公共资源入栈;BuildPipeline.PushAssetDependencies ();string filePath = "Assets/res/01.png";Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);//Build;if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows)){AssetDatabase.Refresh ();}filePath = "Assets/res/Aoki Shizuku.mp3";obj = AssetDatabase.LoadMainAssetAtPath(filePath);//Build;if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows)){AssetDatabase.Refresh ();}//普通资源入栈;BuildPipeline.PushAssetDependencies ();filePath = "Assets/Resources/Girl.prefab";obj = AssetDatabase.LoadMainAssetAtPath(filePath);//Build;if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows)){AssetDatabase.Refresh ();}BuildPipeline.PopAssetDependencies ();BuildPipeline.PopAssetDependencies ();}[MenuItem ("cp/build Girl")]static void BuildGirl(){string targetdir = Application.dataPath + "/bundle";uint crc = 0;//公共资源入栈;BuildPipeline.PushAssetDependencies ();string filePath = "Assets/res/01.png";Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);//Build;if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows)){AssetDatabase.Refresh ();}filePath = "Assets/res/Aoki Shizuku.mp3";obj = AssetDatabase.LoadMainAssetAtPath(filePath);//Build;if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows)){AssetDatabase.Refresh ();}//普通资源入栈;BuildPipeline.PushAssetDependencies ();filePath = "Assets/Resources/Girl.prefab";obj = AssetDatabase.LoadMainAssetAtPath(filePath);//Build;if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows)){AssetDatabase.Refresh ();}BuildPipeline.PopAssetDependencies ();BuildPipeline.PopAssetDependencies ();}}

加上 不压缩 的设置后,打包 Assetbundle 速度明显变快。

对比两种方式打包出来的 Assetbundle 文件。  文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

WWW 与 CreateFromFile 方式读取 Assetbundle

CreateFromFile 是同步操作,WWW 是异步操作。

using UnityEngine;using System.Collections;public class NewBehaviourScript : MonoBehaviour {// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {//Debug.Log ("Update");}void OnGUI(){if(GUILayout.Button("Load Girl")){StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/01.png.unity3d"));StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/Aoki Shizuku.mp3.unity3d"));StartCoroutine(Load("file://"+Application.dataPath+"/bundle/Girl.prefab.unity3d"));}if(GUILayout.Button("Load Girl NOLZMA")){AssetBundle assetbundle01=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/01.png.unity3d");AssetBundle assetbundlemp3=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Aoki Shizuku.mp3.unity3d");AssetBundle assetbundle=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Girl.prefab.unity3d");Instantiate(assetbundle.mainAsset);}}private IEnumerator LoadDepends(string path){WWW www = new WWW (path);Debug.Log("LoadDepends 1");yield return www;Debug.Log ("LoadDepends 2");Object obj= Instantiate (www.assetBundle.mainAsset);Debug.Log("LoadDepends 3");yield return new WaitForSeconds (3.0f);}private IEnumerator Load(string path){yield return new WaitForSeconds (3f);WWW www = new WWW (path);Debug.Log("Load 1");yield return www;Debug.Log ("Load 2");Object obj= Instantiate (www.assetBundle.mainAsset);Debug.Log("Load 3");www.assetBundle.Unload (false);Resources.UnloadUnusedAssets ();}}

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

注意:

使用 不压缩 打包 Assetbundle 的方式,推荐大家使用 7Zip 的 LZMA 压缩算法进行整体压缩,在游戏开始时进行解压。


示例工程下载:

http://pan.baidu.com/s/1o63fOz4

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

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