Unity版本 2019.4.9f1
1、ab包加载安卓端StreamingAssets中的文件,出现打包的文本(json文本)无法加载的问题,其他资源(预制体,音乐,图片)可正常加载
使用的路径为Application.streamingAssetsPath + “/” +相应的包路径
安卓手机上显示的日志如上图
解决方式:暂时使用Resources文件夹下的文本文件
2、在编辑器中加载AB包资源出现材质丢失,贴图变为紫色等问题
解决方式:再资源加载完毕后,重新赋上材质
private List<Material> thisMaterial;
private List<string> shaders;
private void Awake()
{
ReallyFixShader();
}
public void ReallyFixShader()
{
#if UNITY_EDITOR
//Debug.Log("Unity Editor");
thisMaterial = new List<Material>(6);
shaders = new List<string>(6);
MeshRenderer[] meshRenderer = GetComponentsInChildren<MeshRenderer>();
int length = meshRenderer.Length;
for (int i = 0; i < length; i++)
{
int count = meshRenderer[i].materials.Length;
for (int j = 0; j < count; j++)
{
Material _mater = meshRenderer[i].materials[j];
thisMaterial.Add(_mater);
shaders.Add(_mater.shader.name);
}
}
thisMaterial.Clear();
SkinnedMeshRenderer[] meshSkinRenderer = GetComponentsInChildren<SkinnedMeshRenderer>();
length = meshSkinRenderer.Length;
for (int i = 0; i < length; i++)
{
int count = meshSkinRenderer[i].materials.Length;
for (int j = 0; j < count; j++)
{
Material _mater = meshSkinRenderer[i].materials[j];
thisMaterial.Add(_mater);
shaders.Add(_mater.shader.name);
}
}
thisMaterial.Clear();
Image[] images = GetComponentsInChildren<Image>();
length = images.Length;
for (int i = 0; i < length; i++)
{
var m = images[i].material;
thisMaterial.Add(m);
shaders.Add(m.shader.name);
}
for (int i = 0; i < thisMaterial.Count; i++)
{
thisMaterial[i].shader = Shader.Find(shaders[i]);
}
thisMaterial.Clear();
SpriteRenderer[] srs = GetComponentsInChildren<SpriteRenderer>();
length = srs.Length;
for (int i = 0; i < length; i++)
{
//var m = srs[i].material;
var m = srs[i].sharedMaterial;
thisMaterial.Add(m);
shaders.Add(m.shader.name);
}
for (int i = 0; i < thisMaterial.Count; i++)
{
thisMaterial[i].shader = Shader.Find(shaders[i]);
}
thisMaterial.Clear();
Renderer[] rs = GetComponentsInChildren<Renderer>();
length = rs.Length;
for (int i = 0; i < length; i++)
{
//var m = rs[i].material;
//Debug.Log("材质"+i+"长度"+length);
var m = rs[i].sharedMaterial;
thisMaterial.Add(m);
shaders.Add(m.shader.name);
}
for (int i = 0; i < thisMaterial.Count; i++)
{
thisMaterial[i].shader = Shader.Find(shaders[i]);
}
thisMaterial.Clear();
#endif
}
3、
错误提示:The Animator Controller (AtkReadyIcon) you have used is not valid. Animations will not play
原因:在编辑器失去焦点后加载AB包中的Animator
解决方法:
在Editor->Preference->General->Script Changes While Playing 修改为Recompile After Finished Playing
(注意是Finished)
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