Assetbundle 不适用于 iOS

Assetbundles not working with iOS

我正在 Unity 中为 iPhone 开发一个 AR 应用程序,它从网络服务器下载资产包并将它们附加到图像目标。到目前为止,几乎一切正常——除了当应用程序尝试加载资产包时,我收到以下错误:

'asset/bundle/url' can't be loaded because it was not built with the right version or build target.

我使用以下脚本创建了 assetbundle,根据 Unity 文档稍作修改:

using UnityEditor;

public class CreateAssetBundles
{
    [MenuItem ("Assets/Build AssetBundles")]
    static void BuildAllAssetBundles ()
    {
        BuildPipeline.BuildAssetBundles ("Assets/AssetBundles", BuildAssetBundleOptions.None, BuildTarget.iOS);
    }
}

然后我使用 scp 将资产包上传到服务器。该应用程序可以很好地下载资产包,但无法加载它们。这是代码:

IEnumerator DownloadAndCache (string username, string modelName){
        // Wait for the Caching system to be ready
        while (!Caching.ready) {
            Debug.Log ("Waiting on caching");
            yield return null;
        }

        //Compute request url for server
        UriBuilder uriBuilder = new UriBuilder();
        uriBuilder.Scheme = "http";
        uriBuilder.Host = BaseURL;
        uriBuilder.Path = username.Trim() + "/" + modelName.Trim();
        string BundleURL = uriBuilder.ToString ();
        Debug.Log ("Attempting to download " + BundleURL);

        // Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
        using(WWW www = WWW.LoadFromCacheOrDownload (BundleURL, version)){
            yield return www;
            if (www.error != null) {
                Debug.Log ("Download error");
                throw new Exception ("WWW download had an error:" + www.error);
            }
            AssetBundle bundle = www.assetBundle;
            Debug.Log ("Got assets "+string.Join(",", bundle.GetAllAssetNames ()));
            GameObject loadedModel = Instantiate(bundle.LoadAllAssets()[0]) as GameObject;

            //attach to the image target
            loadedModel.transform.parent = ImageTargetTemplate.gameObject.transform;
            loadedModel.transform.position = new Vector3 (0, 0, 0);
            loadedModel.transform.localScale = new Vector3 (1, 1, 1);

            // Unload the AssetBundles compressed contents to conserve memory
            bundle.Unload(false);

        } // memory is freed from the web stream (www.Dispose() gets called implicitly)
    }

到目前为止我已经尝试过:

感谢任何帮助。

-更新-
我根据程序员的建议修改了 BuildAssetBundle 脚本,并在播放器设置面板中将目标平台从 "iPhone" 切换为 "Universal"。我很确定这就是解决问题的方法。

这意味着当您构建资产包时,您的目标设备不是 iOS。将目标更改为 iOS,然后重建资产包。

重新编译并重新上传到 iOS 应该可以解决您的问题。

如果那没有用,那么... 如果您在脚本后端设置为 IL2CPP 时构建了 AssetBundle,但随后将它们与 .NET 脚本后端一起使用,也会发生该错误。解决方案是在通过播放器设置更改为 .NET 脚本后端后重建您的 Asset Bundle。

同时尝试将 BuildTarget.iPhone 替换为 EditorUserBuildSettings.activeBuildTarget,这样 Bundle 将自动为当前选择的任何构建目标构建。