levels | 要包含在资源包中的关卡的路径名称。 |
locationPath | 输出资源包的路径名称。 |
target | 将使用资源包的运行时平台。 |
crc | 输出参数,用于接收生成的 assetbundle 的 CRC 校验和。 |
options | 构建选项。请参阅 BuildOptions 以了解可能的值。 |
string 带有错误消息的字符串,成功时为空。
Builds one or more Scenes and all their dependencies into a compressed asset bundle.
The Scene AssetBundle can be built for any target platform and always creates a single compressed unity3d file.
The Scene can be downloaded and loaded using the UnityWebRequest class.
You can use UnityWebRequestAssetBundle.GetAssetBundle to cache the downloaded Scene after it has been downloaded. The optional crc
output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().
using UnityEngine; using UnityEditor; using System.Collections;
public class StreamedSceneLoaderExample : MonoBehaviour { // Build a streamed unity3d file. This contain one Scene that can be downloaded // on demand and loaded once its asset bundle has been loaded.
[MenuItem("Build/BuildWlayerStreamed")] public static void MyBuild() { string[] levels = new string[] {"Assets/Level1.unity"}; BuildPipeline.BuildStreamedSceneAssetBundle(levels, "Streamed-Level1.unity3d", BuildTarget.StandaloneWindows); } }
When downloading the built compressed file, you need to call DownloadHandlerAssetBundle.GetContent() in order to make the Scene available to the Application.LoadLevel() and Application.LoadLevelAdditive() functions.
using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class StreamedSceneLoaderExample : MonoBehaviour { IEnumerator Start() { // Download compressed Scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached. // Then Unity will completely skip the download and load the decompressed Scene directly from disk. var download = UnityWebRequestAssetBundle.GetAssetBundle("http://myWebSite.com/Streamed-Level1.unity3d", 5); yield return download.SendWebRequest();
// Handle error if (download.isNetworkError || download.isHttpError) { Debug.LogError(download.error); yield break; }
// In order to make the Scene available from LoadLevel, we have to load the asset bundle. // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed. var bundle = DownloadHandlerAssetBundle.GetContent(download);
// Load the level we have just downloaded Application.LoadLevel("Level1"); } }