如何在运行时创建资产捆绑? [英] How to create assetbundle at run time?

查看:109
本文介绍了如何在运行时创建资产捆绑?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

是否有将3D模型转换为资产包的工具? 或者 是否可以在运行时进行转换?

Is there a tool which converts 3D models to asset bundles ? or is it possible to convert them at run time ?

我可以使用从Unity3D中从外部服务器加载3d对象来转换它们.但是我的应用程序允许最终用户上传自己的3D模型,并通过在运行时进行下载来在应用程序中查看它们.

I am able to convert them using this Loading 3d object from external server in Unity3D . But My application allows end users to upload their own 3D models and view them in application by downloading at run time .

p.s:我对团结很陌生.

p.s : I am very new to unity .

推荐答案

是否有将3D模型转换为资产包的工具?还是 可以在运行时转换它们吗?

Is there a tool which converts 3D models to asset bundles ? or is it possible to convert them at run time ?

简短的回答是否".您无法在运行期间运行,因为每个用于创建Assetbundle的Unity API仅在Editor for Editor插件上才可用.

The short answer is no. You can't during the run-time because every Unity API to create Assetbundle is only available on the Editor for Editor plugins only.

但是我的应用程序允许最终用户上传自己的3D模型, 通过在运行时下载,可以在应用程序中查看它们.

But My application allows end users to upload their own 3D models and view them in application by downloading at run time .

如果您要允许他人将fbx模型导入并查看到Unity中,那么您不需要 Assetbundle即可.

If what you are trying to do is allow people to import and view fbx model into Unity then you don't need Assetbundle to do this.

您有两个选项:

1 .使用

1.Use the TriLib (Not free) plugin if you want to support 40+ other 3D file formats too.

2 .如果您负担不起付费的可用插件,请自己制作.这要求您使用C ++中的Autodesk FBX SDK构建一个插件,并使用C#与之通信.由于您是初学者,所以我建议您选择#1.

2.If you can't afford a paid working plugin, make your own. This requires you build a plugin with Autodesk FBX SDK in C++ and use C# to communicate with this. Since you are a beginner, I will suggest you go with #1.

这篇关于如何在运行时创建资产捆绑?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆