编辑器代码以及kuang:
UnityEditor.AssetDataBase.LoadAseetAtPath<GameObject>("");
参数是相对路径,Assets文件夹下的相对路径,需要后缀名.prefab。
编辑器代码以及kuang:
UnityEditor.AssetDataBase.LoadAseetAtPath<GameObject>("");
参数是相对路径,Assets文件夹下的相对路径,需要后缀名.prefab。
1、通过Resources加载
GameObject obj = GameObject.Instantiate(Resources.Load("myPrefab") as GameObject);
2、在菜单栏添加菜单,程序集打包
using UnityEditor;
[MenuItem("Tools/打包")]
public static void Build()
{
BuildPipeline.BuildAssetBundles(Application.streamingAssetsPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
AssetDatabase.Refresh(); /*编辑器刷新*/
}
3、通过AssetBundle加载
AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/myPreFabs");
GameObject gameObject = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>("myPreFab1"));
4、AssetDatabase.LoadAssetAtPath方式加载
GameObject gameObject = GameObject.Instantiate(UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/GameData/Prefabs/myPreFab1.prefab"));