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http://answers.unity3d.com/questions/55512/Does-AssetBundle-on-Android-work-well-.html     : Android Asset Bundle

 

다음과 같이 에디터 오퍼레이션으로  Assetbundle 을 만드는데...

BuildPipeline 에서 무조건  플랫폼을 정해 줘야 한다.

 

 


//#if !UNITY_ANDROID

using UnityEngine;
using UnityEditor;
public class ExportAssetBundles { 
    [MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")]  
    static void ExportResource () { 
        // Bring up save panel 
        string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
        if (path.Length != 0) {
            // Build the resource file from the active selection. 
            Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
            BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets,BuildTarget.Android);   // 
            Selection.objects = selection;   
        } 
    } 
    [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")] 
    static void ExportResourceNoTrack () {
        // Bring up save panel  
        string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
        if (path.Length != 0) { 
            // Build the resource file from the active selection. 
            BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path); 
        }  
    }
}
//#endif

 

 

 


        if (m_goPatchingScenePrefab.GetComponent<PatchingTesting>().m_nVersion < 2)
        {
            // Patching Update.......


           // WWW www = new WWW("http://192.168.0.40/ppp2.unity3d");

 

 

           WWW www =  WWW.LoadFromCacheOrDownload("http://192.168.0.40/ppp2.unity3d",2);
           

            //            www.uploadProgress

            /*while(!www.isDone)
            {


                        yield return 0;
            }
            */
            //  yeild retrun www.;


            yield return www;

 

 


            Debug.Log("Down Load Done!!");
            //    Instantiate(www.assetBundle.mainAsset);
            m_bDownloaded = true;
            //        Instantiate(www.assetBundle.mainAsset);

            //    www.assetBundle.LoadAll();


            m_goPatchingScenePrefab = (GameObject)www.assetBundle.Load("PatchingContests");

 

 

        }
       


            Instantiate(m_goPatchingScenePrefab);

 

 

 

 

IIS  설정 후....

 

1.  MIME 에 ~.unity3d를 추가 해야 한다.

2. crossdomain.xml 이 최 상위에 있어야 하는데...이건 만들어야 한다.

 

 

 

 

내용은...

 

인데....자세한 설명은

<?xml version="1.0"?>
<cross-domain-policy>
<allow-access-from domain="*"/>
</cross-domain-policy>
 

 

http://docs.unity3d.com/Documentation/Manual/SecuritySandbox.html

 

이곳에 있다.



[출처] Assetbundle 을 이용한 업데이트 시스템|작성자 timyman


Posted by blueasa

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