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View Code? Open in Web Editor NEWBundleMaster资源加载集成ETTask示例工程
BundleMaster资源加载集成ETTask示例工程
能支持下WebGL吗
文件在工程路径是:E:\AllProjects\ARPlatform\AR_APP_Pro\AR_APP_U3D_V1.0.9\AR_APP_U3D\Assets\Dependencies\BundleMaster\Editor\BundleMasterEditor\BuildAssets.cs,
今天测试在window打包运行的时候下面这个没改回去 资源被更新到了执行文件的目录层级
如果在tools的配置面板加一个进入沙盘目录的按钮 就不用手动更改热更路径了
在android环境的时候也不会忘了改回去而出错 是不是更方便一些
//重新配置热更路径
AssetComponentConfig.HotfixPath = Application.dataPath + "/../HotfixBundles/";
//记录所有加载路径
HashSet allAssetLoadPath = new HashSet();
//构建所有分包
foreach (AssetsSetting assetsSetting in assetsSettings)
{
if (assetsSetting != null)
{
if (assetsSetting is AssetsLoadSetting)
{
//获取单个Bundle的配置文件
Build(assetLoadTable, assetsSetting as AssetsLoadSetting, allAssetLoadPath, alwaysIncludedShaders);
}
else
{
//处理原生资源
AnalysisOriginFile(assetLoadTable, assetsSetting as AssetsOriginSetting);
}
}
}
Mac
Editor version: 2020.3.31f1c1
资源加载模式: Local
编辑器下运行init场景时报错,
Unable to open archive file: file:///Users/zhaojiawei/Downloads/BundleMaster_IntegrateETTask-main/Assets/StreamingAssets/AllBundle/shader_allbundle
Failed to read data for the AssetBundle 'shader_allbundle'.
Unable to open archive file: file:///Users/zhaojiawei/Downloads/BundleMaster_IntegrateETTask-main/Assets/StreamingAssets/SubBundle/shader_subbundle
Failed to read data for the AssetBundle 'shader_subbundle'.
我确定有文件
StreamingAssets/AllBundle/shader_allbundle
StreamingAssets/SubBundle/shader_subbundle
我试过把项目放到别的路径下,或者修改工程名称去掉'-_'都不行,资源加载模式:Develop 是可以正常运行的,感谢!
[MenuItem("Tools/打开常用文件夹/打开沙盘目录PersistentDataPath")]
public static void OpenPersistentDataPath()
{
Application.OpenURL(Application.persistentDataPath);
}
[MenuItem("Tools/打开常用文件夹/打开打包的AssetBundle目录")]
public static void OpenBundleDataPath()
{
Application.OpenURL(Application.dataPath+"/../BuildBundles");
}
public static void CopyToStreamingAssets()
{
AssetDatabase.Refresh();
}
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