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Unity-WebGL加载AB包

一、前景回顾

上文写到PC、IOS、Android项目加载ab包资源,地址:

http://t.csdnimg.cn/P2fgThttp://t.csdnimg.cn/P2fgT

二、WebGL打包AB包

打包的步骤和上文中的操作相同,唯一的不同就是在Build页面里Build Target选择WebGL。

三、WebGL加载AB包

(1)内置渲染管线

当项目使用内置渲染管线时,所有材质的Shader为Standard。

(2)通用渲染管线URP

1、当项目为URP时,首先需要在Package Manager里导入Universal RP,如图

2、Create—Rendering—URP Assets(with Universal Render)来创建URP配置文件,如图

3、在Edit—Project Settings—Graphics,修改为刚才创建的文件。这一步操作完成后,场景中的物体材质可能会变成了洋红色。此时项目已由内置着色器转换为URP着色器。

4、Edit—Render Pipeline—Universal Render Pipeline—Upgrade Project Materials to UniversalRP Materials更新材质。 也可以手动修改材质的Shader为Universal Render Pipeline/Lit。如图

5、在软件中运行项目,加载出来的材质是洋红色的(不用担心)。

6、导出项目在本地浏览器加载,加载出来的模型材质是正常的。

四、加载ab包脚本

WebGL使用UnityWebRequest加载依赖和ab包
   
    //主包
    private AssetBundle abMain = null;

    //依赖
    private AssetBundleManifest abMainfest = null;

    //缓存字典,防止多次加载
    private Dictionary<string, AssetBundle> abDic = new Dictionary<string, AssetBundle>();

    /// <summary>
    /// 平台对应的路径
    /// </summary>
    private string PathURL = Application.streamingAssetsPath + "/";

    /// <summary>
    /// 平台对应的主包名称
    /// </summary>
    private string MainABName = "WebGL";

    //UnityWebRequest加载依赖
    private IEnumerator LoadDependences(string abName)
    {
        //加载主包
        if (abMain == null)
        {
            UnityWebRequest abRequest = UnityWebRequestAssetBundle.GetAssetBundle(PathURL + MainABName);
            yield return abRequest.SendWebRequest();
            abMain = DownloadHandlerAssetBundle.GetContent(abRequest);
            //获取主包下的AssetBundleManifest资源文件(存有依赖信息)
            abMainfest = abMain.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        }
        //加载依赖
        AssetBundle ab = null;
        string[] dependences = abMainfest.GetAllDependencies(abName);
        if (dependences.Length > 0)
        {
            for (int i = 0; i < dependences.Length; i++)
            {
                if (!abDic.ContainsKey(dependences[i]))
                {
                    UnityWebRequest DepRequest = UnityWebRequestAssetBundle.GetAssetBundle(PathURL + dependences[i]);
                    yield return DepRequest.SendWebRequest();
                    ab = DownloadHandlerAssetBundle.GetContent(DepRequest);
                    abDic.Add(dependences[i], ab);
                }
            }
        }
    }

    //UnityWebRequest加载
    public void LoadByRequest<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
    {
        StartCoroutine(ReallyLoadByRequest<T>(abName, resName, callBack));
    }
    private IEnumerator ReallyLoadByRequest<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
    {
        yield return StartCoroutine(LoadDependences(abName));
        if (!abDic.ContainsKey(abName))
        {
            UnityWebRequest abRequest3 = UnityWebRequestAssetBundle.GetAssetBundle(PathURL + abName);
            yield return abRequest3.SendWebRequest();
            AssetBundle ab = DownloadHandlerAssetBundle.GetContent(abRequest3);
            abDic[abName] = ab;
        }
        T loadedResource = abDic[abName].LoadAsset<T>(resName);
        callBack(loadedResource as T);
    }

    //单个包卸载
    public void UnLoad(string abName)
    {
        if (abDic.ContainsKey(abName))
        {
            abDic[abName].Unload(false);
            //注意缓存需一并移除
            abDic.Remove(abName);
        }
    }
    //所有包卸载
    public void UnLoadAll()
    {
        AssetBundle.UnloadAllAssetBundles(true);
        //注意清空缓存
        abDic.Clear();
        abMain = null;
        abMainfest = null;
    }
测试
    
    public Transform[] bigRackPos;    
    public Transform[] smallRackPos;

    public void TestOne()
    {
        LoadByRequest<GameObject>("bigrack", "BigRack", (obj) =>
        {
            for (int i = 0; i < bigRackPos.Length; i++)
            {
                //实例化预设
                Instantiate(obj, bigRackPos[i].position, Quaternion.identity);
            }
        });
    }

    public void TestTwo()
    {
        LoadByRequest<GameObject>("smallrack", "SmallRack", (obj) =>
        {
            for (int i = 0; i < smallRackPos.Length; i++)
            {
                //实例化预设
                Instantiate(obj, smallRackPos[i].position, Quaternion.Euler(0, 90, 0));
            }
        });
    }

五、求解

在WebGL项目中加载ab包,不能同时加载加载多个ab包。
测试代码中,我写了两个方法来加载两个ab包,如果我把这两个方法写在Start方法里同时运行,就会报错并且第二个方法加载不出来。
    private void Start()
    {
        TestOne();
        TestTwo();
    }
错误显示
The AssetBundle 'G:/Unity Project/cgf/MyScene/NormalAssetBundle/Assets/StreamingAssets/WebGL' can't be loaded because another AssetBundle with the same files is already loaded.

代码有问题,路过的大佬帮忙纠正一下,好人一生平安。

标签: webgl

本文转载自: https://blog.csdn.net/m0_62921885/article/details/136455729
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