我正在尝试从内部存储中读取资产包。这有效:
void Start()
{
var myLoadedAssetBundle = AssetBundle.LoadFromFile(Application.persistentDataPath + "/AssetBundles/model_objs");
if (myLoadedAssetBundle == null)
{
Debug.Log("Failed to load AssetBundle!");
return;
}
GameObject wheel = (GameObject)myLoadedAssetBundle.LoadAsset("01_obj");
Instantiate(wheel);
}
但是,当我尝试将其重定向到root时,就像这样:
void Start()
{
var myLoadedAssetBundle = AssetBundle.LoadFromFile("/storage/emulated/0/AssetBundles/model_objs");
if (myLoadedAssetBundle == null)
{
Debug.Log("Failed to load AssetBundle!");
return;
}
GameObject wheel = (GameObject)myLoadedAssetBundle.LoadAsset("01_obj");
Instantiate(wheel);
}
我在logcat上得到Unable to open archive file: /storage/emulated/0/AssetBundles/model_objs
捆绑包完全相同,位于两个位置
答案 0 :(得分:0)
Colin Young是对的,我在自动生成的清单上遇到了问题。默认清单如下:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.demo.relativeAssets" xmlns:tools="http://schemas.android.com/tools" android:versionName="1.0" android:versionCode="1" android:installLocation="auto">
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
<application android:theme="@style/UnityThemeSelector" android:icon="@drawable/app_icon" android:label="@string/app_name" android:isGame="true" android:banner="@drawable/app_banner">
<activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:screenOrientation="fullSensor" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
</activity>
<meta-data android:name="unity.build-id" android:value="11967537-6671-47db-ad0a-c4fc8a8d10c0" />
<meta-data android:name="unity.splash-mode" android:value="0" />
<meta-data android:name="unity.splash-enable" android:value="True" />
<meta-data android:name="android.max_aspect" android:value="2.1" />
</application>
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="26" />
<uses-feature android:glEsVersion="0x00020000" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="18" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" android:maxSdkVersion="18" />
<uses-feature android:name="android.hardware.touchscreen" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
</manifest>
当我从android:maxSdkVersion="18"
移除<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" android:maxSdkVersion="18" />
时,我解决了这个问题。
要获取默认清单,我构建了我的项目并转到{PROJECT DIRECTORY}\Temp\StagingArea\AndroidManifest.xml
。然后,我在我的Unity项目中创建了以下嵌套文件夹:Assets/Plugins/Android/
并将上述文件粘贴到更改中。
答案 1 :(得分:0)
如果要直接访问资产包,请使用LoadFromFileAsync而不是LoadFromFile:
private AssetBundleRequest bundleRequest;
private string yourAssetBundle; //name of your asset bundle
string path = "/storage/emulated/0/AssetBundles/" + yourAssetBundle;
//Please note that while doing this you must have a folder named "AssetBundles" in your
//root directory with your asset "yourAssetBundle" existing in it.
AssetBundleCreateRequest loadedAssetbundle = AssetBundle.LoadFromFileAsync(path);
bundleRequest = loadedAssetbundle.assetBundle.LoadAssetAsync<GameObject> (yourAssetBundle);
//further you can instantiate it as a gameobject
GameObject augmentedObj = Instantiate (bundleRequest.asset, Vector3.zero, Quaternion.identity) as GameObject;