本文记录如何经过unity3d进行脚本资源打包加载app
一、建立TestDll.cs文件ui
public class TestDll : MonoBehaviour {
void Start () {
print("Hi U_tansuo!");
}
}url
二、生成dll文件命令行
(1)使用vs打包3d
(2) 使用mono打包component
(3) 命令行打包 mac下(亲测): /Applications/Unity/Unity.app/Contents/Frameworks/Mono/bin/gmcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 脚本路径ip
win下(未试过):mcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 脚本路径资源
三、更改文件后缀get
相当重要一步 更改上一步生成的TestDLL.dll 为 TestDLL.bytes 不然 打包加载会错string
四、使用 BuildPipeline.BuildAssetBundle进行打包 资源为 TestDll.unity3d
五、加载
IEnumerator Test() { string url="file://"+Application.dataPath+"/TestDll.unity3d"; print(url); WWW www = WWW.LoadFromCacheOrDownload (url, 1); // Wait for download to complete yield return www; // Load and retrieve the AssetBundle AssetBundle bundle = www.assetBundle; TextAsset txt = bundle.Load("TestDll", typeof(TextAsset)) as TextAsset; print(txt.bytes.Length); // Load the assembly and get a type (class) from it var assembly = System.Reflection.Assembly.Load(txt.bytes); var type = assembly.GetType("TestDll"); // Instantiate a GameObject and add a component with the loaded class gameObject.AddComponent(type); }