本文記錄如何經過unity3d進行腳本資源打包加載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(親測): /Applications/Unity/Unity.app/Contents/Frameworks/Mono/bin/gmcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 腳本路徑ip
win下(未試過):mcs -r:/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll -target:library 腳本路徑資源
三、更改文件後綴get
相當重要一步 更改上一步生成的TestDLL.dll 爲 TestDLL.bytes 不然 打包加載會錯string
四、使用 BuildPipeline.BuildAssetBundle進行打包 資源爲 TestDll.unity3d
五、加載
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); }