在Unity 5中从本地服务器创建和下载资产包

不要向推荐我尝试过的Unity3d官方链接 ,它并不全面,也没有提供必要的细节。 我是新手,将在Unity3d中创建AssetBundles。 到目前为止,在统一官方文档的帮助下,下面给出了什么。

///  /// AssetBundles are exported from the editor using script code. (This is similar to the 4.x approach.) /// The following script exports AssetBundles. ///  public class AssetBundleCreate { [MenuItem("Assets/Build AssetBundles")] static void BuildAllAssetBundles() { Debug.Log("asset build"); BuildPipeline.BuildAssetBundles("Assets/AssetBundles"); } [MenuItem("Assets/Get AssetBundle Names")] static void GetNames() { var names = AssetDatabase.GetAllAssetBundleNames(); foreach(var name in names){ Debug.Log("AssetBundle name is : " + name); } } } 

但是代码没有生成任何资产包而是它已经制作了。 文件和.abc扩展名文件 。 我缺少什么,并分享有关从Unity 5中的本地服务器/ PC创建和下载资产包的正确指南

我们创建的Assetbundle是特定于平台的:要创建AssetBundle,只需编写一个C#脚本并将其放在Editor文件夹中: Assets> Editor Here Im提供ex。 android特定平台:

 using UnityEngine; using System.Collections; using UnityEditor; public class ExportAssetBundles : Editor { [MenuItem("Assets/Build AssetBundle")] static void ExportResource() { string path = "Assets/AssetBundle/myAssetBundle.unity3d"; Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets); BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets,BuildTarget.Android); } }