C# 从编辑器加载assetbundle
我已经创建了下载资产包并将其存储到设备的功能。现在,我正在尝试从已下载的捆绑包加载assetbundle 我这样保存捆绑包:C# 从编辑器加载assetbundle,c#,unity3d,assetbundle,C#,Unity3d,Assetbundle,我已经创建了下载资产包并将其存储到设备的功能。现在,我正在尝试从已下载的捆绑包加载assetbundle 我这样保存捆绑包: IEnumerator Start () { WWW urlToLoad = new WWW(url); yield return urlToLoad; //read in JSON data string jsonContents = urlToLoad.text; var n = JSON.Parse(jsonContents
IEnumerator Start ()
{
WWW urlToLoad = new WWW(url);
yield return urlToLoad;
//read in JSON data
string jsonContents = urlToLoad.text;
var n = JSON.Parse(jsonContents);
jsonURL = n["data"][0];
Debug.Log(jsonURL.ToString());
// split up the json and get last element in teh array
string[] splitJSONURL = jsonURL.Split('/');
string bundle = splitJSONURL[splitJSONURL.Length - 1];
Debug.Log("array: " + bundle.ToString());
//StartCoroutine( DownloadAndCache());
// save bundle to the application folder
string path = Application.persistentDataPath + "/" + bundle;
Debug.Log("Path: " + path);
SaveBytesAsFile(path, urlToLoad.bytes);
savedBundleString = Application.persistentDataPath + "/" + bundle;
}
接下来,我将尝试按如下方式加载捆绑包:
IEnumerator LoadLocalBundle(string filePath)
{
print("Loading from local file..." + filePath);
WWW www = new WWW(filePath);
yield return www;
if(www.error == null)
{
print ("loaded local bundle - instantiating :: " + www.assetBundle.mainAsset.name);
GameObject bundleInstance = (GameObject)Instantiate(www.assetBundle.mainAsset);
assetBundle = www.assetBundle;
}
}
void OnGUI()
{
if (GUI.Button(new Rect(10, 70, 50, 30), "Click"))
{
StartCoroutine( LoadLocalBundle(savedBundleString));
}
}
但是,当我运行这个时,没有加载任何内容
我做错了什么