[加载 AssetBundle 的四种方法] 1.AssetBundle.LoadFromMemoryAsync(byte[] binary, uint crc = 0); 返回AssetBundleCreateRequest.Use assetBundle property to get an AssetBundle once it is loaded. Compared to LoadFromMemory, this version will perform AssetBundle deco
先介绍一种常用的加载AssetBundle方法 using UnityEngine; using System.Collections; using System.IO; public class LoadUnity3d : MonoBehaviour { // Use this for initialization void Start() { StartCoroutine(LoadScene()); } // Update is called once per frame void Upda
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.Networking; public class DownLoad : MonoBehaviour { IEnumerator Start() { //资源包路径 string path1 = "AssetBundles/cubewall.unity3d"; /
环境为Ubuntu16.04 Apache2.4 Python2.7.13 django 1.8 今天部署apache+django,经过各种折腾,好不容易配置完了,发现错误Apache的日志里有一项 ImproperlyConfigured: Error loading either pysqlite2 or sqlite3 modules (tried in that order): No module named _sqlite3 于是打开Python 测试下能否导入sqlite3模块 >
1.AssetBundle打包 unity 5.x版本AssetBundle打包,只需要设置好AssetBundle的名称后,unity会自动将其打包,无需处理其他,唯独需要做的是设置好个AssetBundle的名称. 注意:AssetBunlde的名称只能设置小写字母,即使你写成大写也会被自动转置成大写字母,而且名称中支持"/",如:"AssetBundles/cube.unity3d",.unity3d的后缀是自己设置的,可以不设置 代码: using Unit
下面代码列出了对于assetbundle资源的常用操作,其中有针对bundle.asset.gameobject三种类型对象的操作,实际使用中尽量保证成对使用. 这一块的操作比较繁琐,但只要使用正确,是可以保证资源完全没有泄露的. using UnityEngine; using System.Collections; public class TestAssetBundle : MonoBehaviour { public string AssetBundleName = "cube1.ass