无法加载,因为已加载具有相同文件的另一个AssetBundle

时间:2017-10-14 05:21:04

标签: c# unity3d assetbundle

我想在AR相机中播放视频。我总共有10个视频和一个视频播放器。我正在从服务器下载视频播放器作为名为videoplayer.unit3d的资产包并存储到SD卡中。当我扫描imageTarget时,我正在使用AssetBundle.LoadFromFile()函数读取视频资产包文件,这是第一次工作正常。

如果我扫描第二个imageTarget,则显示以下错误

  

“无法加载,因为具有相同文件的另一个AssetBundle是   已加载“

我尝试了bundle.Unload(true);Caching.cleanchache(),但它无法正常运行同样的错误。还尝试了bundle.Unload(false);

 private void loadObject(string resourcePath, string objectName, TrackableBehaviour trackableBehaviuor, string videoUrl)
    {

        Debug.Log("Resource path " + resourcePath + " objectName " + objectName);

        Debug.Log("Video Url from sd card   " + videoUrl);

        FileInfo fileInfo = new FileInfo(resourcePath);

        if (!fileInfo.Exists)
            return;


        Debug.Log("File is present");
        AssetBundle bundle = AssetBundle.LoadFromFile(resourcePath, 0, 0);//www.assetBundle;


        Debug.Log("Bundle data is  " + bundle);
        if (bundle == null)
        {
            AndroidJavaObject jObject = new AndroidJavaObject("com.ezvidya.buzzle.activity.UnityActivity");
            jObject.Call("showErrorDialog");
            return;
        }
        else
        {
            AndroidJavaObject jo = new AndroidJavaObject("com.ezvidya.buzzle.activity.UnityActivity");
            jo.Call("closeScanDialog");
        }

        //Load an asset from the loaded bundle
        AssetBundleRequest bundleRequest = bundle.LoadAssetAsync(objectName, typeof(GameObject));

        //bundle.Unload(false);
        Caching.CleanCache();

        //get object
        GameObject cubeFromSDCard = bundleRequest.asset as GameObject;


        if (cubeFromSDCard != null)
        {
            // instantiate augmentation object and parent to trackable
            GameObject augmentation = (GameObject)GameObject.Instantiate(cubeFromSDCard);

            augmentation.transform.parent = trackableBehaviuor.gameObject.transform;

            augmentation.transform.localPosition = cubeFromSDCard.transform.localPosition;//new Vector3(0f, 0f, 0f);
            augmentation.transform.localRotation = cubeFromSDCard.transform.localRotation;//Quaternion.identity;
            augmentation.transform.localEulerAngles = cubeFromSDCard.transform.localEulerAngles;
            augmentation.transform.localScale = cubeFromSDCard.transform.localScale;// new Vector3(22f, 22f, 22f);

            Debug.Log("$$$$$$$$$$$$$$$$  Local Position from asset object " + cubeFromSDCard.transform.localPosition);
            Debug.Log("$$$$$$$$$$$$$$$$  Local Rotation from asset object " + cubeFromSDCard.transform.localEulerAngles);
            Debug.Log("$$$$$$$$$$$$$$$$  Local Scale from asset object " + cubeFromSDCard.transform.localScale);


            Debug.Log("$$$$$$$$$$$$$$$$  Position from asset object " + cubeFromSDCard.transform.position);
            Debug.Log("$$$$$$$$$$$$$$$$  Rotation from asset object " + cubeFromSDCard.transform.eulerAngles);
            Debug.Log("$$$$$$$$$$$$$$$$  Scale from asset object " + cubeFromSDCard.transform.lossyScale);


            // Caching.CleanCache();
            if (videoUrl != null && videoUrl.Length > 0)
            {
                VideoPlaybackBehaviour video = augmentation.GetComponent<VideoPlaybackBehaviour>();

                video.m_autoPlay = true;
                Debug.Log("Autoplay is " + video.AutoPlay);
                video.m_path = videoUrl;

                // Pause other videos before playing this one
                // Play this video on texture where it left off

                //OnTrackingFound(false);

                if (video != null && video.AutoPlay)
                {
                    VideoPlayerHelper.MediaState state = video.VideoPlayer.GetStatus();
                    if (state == VideoPlayerHelper.MediaState.PAUSED ||
                        state == VideoPlayerHelper.MediaState.READY ||
                        state == VideoPlayerHelper.MediaState.STOPPED)
                    {
                        // Pause other videos before playing this one
                        PauseOtherVideos(video);

                        // Play this video on texture where it left off
                        video.VideoPlayer.Play(false, 0);
                    }
                    else if (state == VideoPlayerHelper.MediaState.REACHED_END)
                    {
                        // Pause other videos before playing this one
                        PauseOtherVideos(video);

                        // Play this video from the beginning
                        video.VideoPlayer.Play(false, 0);
                    }

                }                

            }

            augmentation.gameObject.SetActive(true);
        }

        //bundle.Unload(false);
    }

2 个答案:

答案 0 :(得分:2)

我找到了答案,在游戏对象Instantiate之后调用bundle.Unload(false);它解决了我的问题。

答案 1 :(得分:1)

我已经通过在下面两行添加来解决了这个问题,

private AssetBundle myLoadedAssetBundle;
string bundleUrl="";
IEnumerator LoadAssetBundle ()
{
    if (myLoadedAssetBundle != null) {
        myLoadedAssetBundle.Unload(false); //scene is unload from here
    }

    while (!Caching.ready)
        yield return null;

    WWW www = WWW.LoadFromCacheOrDownload(bundleUrl, 1);
    yield return www;

    if (!string.IsNullOrEmpty(www.error))
    {
        Debug.Log(www.error);
        yield return null;
    }
    myLoadedAssetBundle = www.assetBundle;
}