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本文记录如何通过unity3d进行脚本资源打包加载
1、创建TestDll.cs文件- public class TestDll : MonoBehaviour {
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- void Start () {
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- print(“Hi U_tansuo!”);
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- }
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- }
复制代码 2、生成dll文件
(1)使用vs打包
(2) 使用mono打包
(3) 命令行打包 mac下(亲测): /Applications/Unity/Unity.app/Contents/Frameworks/Mono/bin/gmcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 脚本路径
win下(未试过):mcs -r: /unity安装根目录\Unity\Editor\Data\Managed/UnityEngine.dll -target:library 脚本路径
3、更改文件后缀
至关重要一步 更改上一步生成的TestDLL.dll 为 TestDLL.bytes 否则 打包加载会错
4、使用 BuildPipeline.BuildAssetBundle进行打包 资源为 TestDll.unity3d
5、加载- IEnumerator Test()
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- {
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- string url=“file://”+Application.dataPath+“/TestDll.unity3d”;
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- print(url);
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- WWW www = WWW.LoadFromCacheOrDownload (url, 1);
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- // Wait for download to complete
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- yield return www;
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- // Load and retrieve the AssetBundle
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- AssetBundle bundle = www.assetBundle;
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- //TestDll 是资源的名字
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- TextAsset txt = bundle.Load(“TestDll”, typeof(TextAsset)) as TextAsset;
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- print(txt.bytes.Length);
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- // Load the assembly and get a type (class) from it
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- var assembly = System.Reflection.Assembly.Load(txt.bytes);
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- var type = assembly.GetType(“TestDll”);
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- // Instantiate a GameObject and add a component with the loaded class
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- gameObject.AddComponent(type);
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- }
复制代码 |
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