1、
从
Resources
文件夹下加载prefab物体
GameObject obj;
//prefabname: 不需要后缀名
obj = (GameObject)Instantiate(Resources.Load(prefabname));
修改obj的参数
obj .transform.parent=
obj.name = id;
2、 动态加载对象,动态对象包放在exe同目录的Object文件夹下
GameObject obj;
DLAsset(url);
{
}
3、 动态加载对象,对象包在web服务器某目录下
{
}
{
{
}
{
}
{
}
CabDicHS .Add(deviceid, obj);
GameObject obj;
//prefabname: 不需要后缀名
obj = (GameObject)Instantiate(Resources.Load(prefabname));
修改obj的参数
obj .transform.parent=
obj
.transform.position =
世界坐标
obj.name = id;
2、 动态加载对象,动态对象包放在exe同目录的Object文件夹下
GameObject obj;
if
(!prefabname.Contains(".unity3d"))
prefabname = prefabname + ".unity3d";
string exepath = System.IO.Directory.GetCurrentDirectory();
string url = exepath + "/Object/" + prefabname;
DLAsset(url);
public
IEnumerator DLAsset(string url)
{
WWW www = new WWW(url);
yield return www;
obj = (GameObject)Instantiate(www.assetBundle.mainAsset);
}
3、 动态加载对象,对象包在web服务器某目录下
string
url;
if (!modelName.Contains(".unity3d"))
fullModName = modelName + ".unity3d";
if (Application.platform == RuntimePlatform.WindowsWebPlayer)
{
url = Application.dataPath + "/model/" + fullModName;
}
//
静态加载对象,预制件必须在Resources文件夹下
else if (Application.platform == RuntimePlatform.WindowsEditor)
{
url = "file://" + Application.dataPath + "/" + fullModName;
}
else//
动态加载对象,动态对象包放在exe同目录的Object文件夹下
{
url = Application.dataPath + "/Object/" + fullModName;
}
url = devinforservip+"/jsp/web/model/" + fullModName;
WWW wwwgl = new WWW(url);
yield return wwwgl;
wwwObj.Add(wwwnub, wwwgl);
try
{
objt = wwwgl.assetBundle.mainAsset;
ModObj.Add(modelName, objt);
}
catch
{
LogInfo = "
获取模型 "
+ url+"
出错,或者模型不存在!"
;
}
obj = (GameObject)Instantiate(objt);
obj.transform.position = new Vector3(x, y, z);
obj.transform.localEulerAngles = new Vector3(rx, ry, 0);
obj.name = deviceid;
obj.transform.parent = GameObject.FindWithTag(parentid).transform;
CabDicHS .Add(deviceid, obj);