第一种
AssetBundle.LoadFromFile(AssetBundlePath); 直接加载本地文件 此方法为同步加载
异步加载本地文件
使用协程
AssetBundleCreateRequest bundleLoadRequest = AssetBundle.LoadFromFileAsync(AssetBundlePath);
yield return bundleLoadRequest;
var myLoadAssetBundle = bundleLoadRequest.assetBundle;
if (myLoadAssetBundle == null)
{
Debug.Log(“无法加载AssetBundle”);
yield break;
}
var assetLoadRequest = myLoadAssetBundle.LoadAssetAsync(“CubeWall”);
yield return assetLoadRequest;
GameObject prefab = assetLoadRequest.asset as GameObject;
Instantiate(prefab);
myLoadAssetBundle.Unload(false);
第二种
从内存中读取本地文件的二进制信息
AssetBundle ab = AssetBundle.LoadFromMemory(File.ReadAllBytes("AssetBundles/cube.pre.assetbundle"));这也是同步的方式加载ab包
GameObject obj = ab.LoadAsset<GameObject>("Cube");
Instantiate(obj);
异步读取本地文件的二进制信息 使用协程
IEnumerator Start()
{
AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes("AssetBundles/cube.pre.assetbundle"));
yield return request;
AssetBundle ab = request.assetBundle;
GameObject obj = ab.LoadAsset<GameObject>("Cube");
Instantiate(obj);
}
第三种 使用UnityWebRequest加载
using (UnityWebRequest uwr = UnityWebRequestAssetBundle.GetAssetBundle(AssetBundlePath))
{
yield return uwr.SendWebRequest();
if (uwr.isDone)
{
if ((!uwr.isNetworkError) && (!uwr.isHttpError))
{
AssetBundle ab= DownloadHandlerAssetBundle.GetContent(uwr);
GameObject obj = ab.LoadAsset<GameObject>("Cube");
Instantiate(obj);
}
else
{
Debug.LogError("Loaded Failed " + uwr.error + " --> " + AssetBundlePath);
}
}
}