我看到官方文档中说明:
Note that bundles are not fully compatible between platforms. A bundle built for any of the standalone platforms (including webplayer) can be loaded on any of those platforms but not on iOS or Android. Furthermore, a bundle built for iOS is not compatible with Android and vice versa.但是我们看到,用以下步骤进行在Android机子上使用AssetBundle重点有2点:
- Use the option "BuildTarget.Android".
- Describe the path with triple slash "file:///"
以下是步骤:
- Delete directories "Per Texture Materials", "assetbundles", and so on. 把已经导出过的包删掉
- Use the option "BuildTarget.Android" to all "BuildPipeline.BuildAssetBundle". 要把BuildTarget为Android平台!!!
- Run these on Editor. Character Generator/Generate Materials Character Generator/Create Assetbundles Character Generator/Update Character Element Database
- Copy Assetbundles database to Android device which like "/mnt/sdcard/assetbundles/" 把这些包放到Android的指定目录下
- Modify AssetbundleBaseURL. (the point was "file:///") 修改获取AssetbundleBaseURL基础路径的地址
public static string AssetbundleBaseURL{ get { if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer) { return Application.dataPath + "/assetbundles/"; } else if (Application.platform == RuntimePlatform.Android) { return "file:///mnt/sdcard/assetbundles/"; } else { return "file://" + Application.dataPath + "/../assetbundles/"; } }}