Unity-不要两次加载相同的资产捆绑 [英] Unity - don't load the same assetbundle twice
问题描述
我在下载资产捆绑包时遇到问题.
I am having problems with downloading assetbundles.
我得到了错误:
The asset bundle 'url/levelpackIphone-Copy.unity3d' can't be loaded because
another asset bundle with the same files are already loaded
我需要检查资产捆绑包是否已经下载.我的问题是我不能仅存储URL,因为下载的文件可以具有不同的名称,但仍包含相同的内容.
I need to check if the asset bundle has already been downloaded. My problem is that I cannot just store the URL, because the file you download can have a different name, but still contain the same content.
因此,我需要以某种方式检查资产捆绑包是否已经下载. 我真的不喜欢使用
Thus somehow I need to check whether the asset bundle already has been downloaded. I don't really like to use something like
bundle.Unload(false);
推荐答案
我在统一引发以下错误时遇到了同样的问题:
I was getting the same problem where unity was throwing the following error:
无法加载缓存的AssetBundle. 已经从另一个AssetBundle加载了同名文件
Cannot load cached AssetBundle. A file of the same name is already loaded from another AssetBundle
我当时在关卡的不同阶段加载资产束,但是当我尝试重新启动关卡并尝试再次加载资产束时,遇到了与上述相同的错误.然后,我尝试将资产捆绑包保存在列表中,并尝试在级别重新启动时清除列表,但这并不能解决问题.我什至尝试Caching.CleanCache()
从内存中删除任何数据,但是没有用.在将资产束下载并在级别加载后再次从磁盘加载之后,我将资产束保存在磁盘上.
I was loading asset bundles at different stages of level but when I try to restart the level and try to load the asset bundle again I got the same error stated above. Then I tried saving the asset bundles in a list and trying to clear the list at level restart but that doesn't solved the problem. I even tried Caching.CleanCache()
to remove any data from the memory but no use. I was saving the assets bundles on the disk after downloading and loading them again from the disk after level load.
解决方案:
private IEnumerator LoadAssetFromFile(string _name)
{
print("Came inside LoadAssetFromFile :" + _name);
WWW www= new WWW(string.Concat("file:///", Application.dataPath, "/", _name +".unity3d"));//(m_savePath + _name);
//WWW www= new WWW(string.Concat(Application.dataPath, "/", _name));//(m_savePath + _name);
yield return www;
if(www.error == null)
{
//m_bundle = www.assetBundle;
AssetBundle bundle = www.assetBundle;
www.Dispose();
www = null;
string path = m_savePath + _name;
//object [] obj = m_bundle.LoadAll();
//for(int i=0; i< obj.Length; i++)
//{
//print ("Obj :"+ i +" " + obj[i].ToString());
//}
bundle.LoadAll();
print ("AssetBundle is :" + bundle.mainAsset);
print("============> " + path);
GameObject _go = (GameObject)Instantiate(bundle.mainAsset);
bundle.Unload(false);
}
else
{
return false;
}
}
实例化gameObject
后使用bundle.Unload(false)
可以解决问题.
Using bundle.Unload(false)
after instantiating the gameObject
have done the trick.
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