Unity-WebGL加载AB包

曹国锋呀 2024-08-04 12:33:05 阅读 51

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/RdB3i

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

<code>

//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、报错

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.

六、解答

根据PC端加载ab包的思路来实现web端的加载,当同时加载多个ab包时,就会同时调用多次这个协程,就会出现冲突的情况,也就是上述这个问题。这里是显示的加载主包WebGL冲突的问题,大家可能也会遇到加载依赖包冲突的问题,针对目前出现的问题作出修改。

1、当我们对资源进行打包时,不再把相同的资源包打成其他包的依赖包,而是让每个包都独立,这样加载起来就舍弃了加载依赖的过程,也就避免了加载依赖包冲突的问题。打包如图

 2、没了加载依赖包的操作也就不用加载主包了(加载主包是为了获取各个包之间的依赖关系,现在每个包都是独立的,不存在依赖了),这就删除掉之前的加载依赖和主包的协程方法LoadDependences即可。另外在加载协程了去掉 这句就可以了。

yield return StartCoroutine(LoadDependences(abName));

 3、完整代码

<code>

//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 + "/";

//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

{

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();

}

4、测试

private void Start()

{

TestOne();

TestTwo();

}

public void TestOne()

{

LoadByRequest("bigrack", "BigRack", (obj) =>

{

for (int i = 0; i < bigRackPos.Length; i++)

{

//实例化预设

Instantiate(obj, bigRackPos[i].position, bigRackPos[i].rotation);

}

});

}

public void TestTwo()

{

LoadByRequest("smallrack", "SmallRack", (obj) =>

{

for (int i = 0; i < smallRackPos.Length; i++)

{

//实例化预设

Instantiate(obj, smallRackPos[i].position, smallRackPos[i].rotation);

}

});

}

同时加载多个ab包也没有问题了,已修复。欢迎大家测试留言!!!



声明

本文内容仅代表作者观点,或转载于其他网站,本站不以此文作为商业用途
如有涉及侵权,请联系本站进行删除
转载本站原创文章,请注明来源及作者。