Version: 2017.1
Method group is Obsolete

BuildPipeline.BuildStreamedSceneAssetBundle

매뉴얼로 전환
Obsolete public static string BuildStreamedSceneAssetBundle (string[] levels, string locationPath, BuildTarget target);
Obsolete public static string BuildStreamedSceneAssetBundle (string[] levels, string locationPath, BuildTarget target, out uint crc);
Obsolete public static string BuildStreamedSceneAssetBundle (string[] levels, string locationPath, BuildTarget target, BuildOptions options);
Obsolete public static string BuildStreamedSceneAssetBundle (string[] levels, string locationPath, BuildTarget target, out uint crc, BuildOptions options);

파라미터

levels Pathnames of levels to include in the asset bundle.
locationPath Pathname for the output asset bundle.
target Runtime platform on which the asset bundle will be used.
crc Output parameter to receive CRC checksum of generated assetbundle.
options Build options. See BuildOptions for possible values.

반환

string String with an error message, empty on success.

설명

Builds one or more scenes and all their dependencies into a compressed asset bundle.

The scene AssetBundle can be built for any target platform and always creates a single compressed unity3d file.

The scene can be downloaded and loaded using the WWW class. You can use WWW.LoadFromCacheOrDownload to cache the downloaded scene after it has been downloaded. The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using WWW.LoadFromCacheOrDownload.

using UnityEngine;
using UnityEditor;
using System.Collections;

public class StreamedSceneLoaderExample : MonoBehaviour { // Build a streamed unity3d file. This contain one scene that can be downloaded // on demand and loaded once its asset bundle has been loaded.

[MenuItem("Build/BuildWlayerStreamed")] public static void MyBuild() { string[] levels = new string[] {"Assets/Level1.unity"}; BuildPipeline.BuildStreamedSceneAssetBundle(levels, "Streamed-Level1.unity3d", BuildTarget.StandaloneWindows); } }

When downloading the built compressed file, you need to call WWW.assetBundle in order to make the scene available to the Application.LoadLevel() and Application.LoadLevelAdditive() functions.

using UnityEngine;
using System.Collections;

public class StreamedSceneLoaderExample : MonoBehaviour { IEnumerator Start() { // Download compressed scene. If version 5 of the file named "Streamed-Level1.unity3d" was previously downloaded and cached. // Then Unity will completely skip the download and load the decompressed scene directly from disk. var download = WWW.LoadFromCacheOrDownload("http://myWebSite.com/Streamed-Level1.unity3d", 5); yield return download;

// Handle error if (download.error != null) { Debug.LogError(download.error); yield break; }

// In order to make the scene available from LoadLevel, we have to load the asset bundle. // The AssetBundle class also lets you force unload all assets and file storage once it is no longer needed. var bundle = download.assetBundle;

// Load the level we have just downloaded Application.LoadLevel("Level1"); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961