我试图在运行时将已经创建的FBX对象加载到场景中,我搜索了一下,发现可以使用assetbundle这样做 . 我尝试了这个代码但它似乎没有实例化场景中的对象,也没有弹出错误 .
这是代码
using System;
using UnityEngine;
using System.Collections;
public class CachingLoadExample : MonoBehaviour {
public string BundleURL;
public string AssetName;
public int version;
void Start() {
StartCoroutine (DownloadAndCache());
}
IEnumerator DownloadAndCache (){
// Wait for the Caching system to be ready
while (!Caching.ready)
yield return null;
// Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
using(WWW www = WWW.LoadFromCacheOrDownload (BundleURL, version)){
yield return www;
if (www.error != null)
throw new Exception("WWW download had an error:" + www.error);
AssetBundle bundle = www.assetBundle;
if (AssetName == "")
Instantiate(bundle.mainAsset);
else
Instantiate(bundle.Load(AssetName));
// Unload the AssetBundles compressed contents to conserve memory
bundle.Unload(false);
} // memory is freed from the web stream (www.Dispose() gets called implicitly)
}
}
我添加了一个新的空游戏对象,将C#代码拖到该游戏对象,提供了资产包链接“file:// C:/ Users / Sahibzada / Documents / New Unity Project / Assets / 100777102370.FBX”但没有运气
有人可以指导我,代码有什么不对,我在Unity中编写脚本全新,谢谢
1 回答
在Assets文件夹中创建一个名为AssetBundles的文件夹,然后您需要使用编辑器脚本创建FBX的AssetBundle,如下所示:http://docs.unity3d.com/Manual/BuildingAssetBundles.html
最后,您需要在BundleURL中引入新AssetsBundle的URL:
在AssetName上你需要引入“yourassetbundle”
我还建议没有带空格的路径,这也可能是一个问题 .