因此当 Asset 数量巨大且一次性需要加载的 Asset 少于 2/3 的时候,建议将 AssetBundle 拆分成多个小包体,再使用LoadAllAssets加载 LoadAssetWithSubAssets适合需要加载的对象内嵌了其他对象的情况,若加载对象均来自于一个 Asset 且包中有许多其他无关对象,则使用该 API 其他情况均用LoadAsset (LoadAsset
Debug.Log("Failed to load AssetBundle!"); yield break; } foreach (var item in dicSubTerrainMat) { var assetLoadRequest = myLoadedAssetBundle.LoadAssetAsync<Texture2D>(item.Key); yield return assetLoadRequest; Texture2D tempTex = assetLoadRequest.asset as Texture2D; if (null == tempTex) { ...
3、创建菜单目录:[MenuItem("Assets/Build AssetBundles")] 4、调用打包方法 ①用AssetBundleBuild类的方法 BuildAssetBundles(string outputPath,BuildAssetBundleOptionsassetBundleOptions,BuildTargettargetPlatform); 或者 BuildAssetBundles(string outputPath,AssetBundleBuild[] builds,BuildAssetBundleOptionsassetBundleOptions...
Log("Failed to load AssetBundle!"); return; } var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject"); Instantiate(prefab); } } UnityWebRequestAssetBundle 提供了一个从网络下载AB包的方法,结合DownloadHandlerAssetBundle使用,在下载之后加载资源 IEnumerator InstantiateObject() { string uri = ...
functionStart() {varmyLoadedAssetBundle =AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath,"myassetBundle"));if(myLoadedAssetBundle ==null) {Debug.Log("Failed to load AssetBundle!");return; }varprefab = myLoadedAssetBundle.LoadAsset.<GameObject>("MyObject");Instantiate(prefab); ...
LogError("Failed to load scene from AssetBundle!"); yield break; } SceneManager.LoadScene(sceneAsset.name); } } } 请确保将assetBundlePath变量设置为AssetBundle文件的正确路径,并将sceneName变量设置为要加载的场景名称。 保存脚本并返回Unity编辑器。将脚本附加到一个GameObject上,然后运行游戏。游戏应该会...
6. Inside the Game View, press the “go to scene2” button 7. Observe the Console Window Expected result: No error is thrown Actual result: “RemoteProviderException : Unable to load asset bundle” error is thrownReproducible with: 1.21.12 (...
4、LoadAssetAsync 不是成对出现的,资源释放不掉 35、项目经常导致出问题的情况 1、时序的问题 2、异步的问题 3、资产序列化或者说是缓存的问题 4、空异常的问题 36、红米手机切换场景时花屏 这是因为场景相机都关了,中间出现空档期,导致渲染缓冲区乱了,这种情况可以有几下几种解决方案 1、抓一帧给UI相机用...
I have 3 assets bundles, configured with Asset Delivery, with a delivery mode ofInstall Time. When usingGoogle > Build and run, the following error messages is displayed on my device: **Failure to intialize!** Your hardware does not support this application. Failed to load 'libmain.so' ja...
var moduleAB = AssetBundle.LoadFromFile(Path.Combine(Application.dataPath, Path.Combine("AssetBundles", "example-prefab"))); if (moduleAB == null) { Debug.Log("Failed to load AssetBundle!"); return; } var prefab = moduleAB.LoadAsset<GameObject>("example-prefab"); ...