More Related Content Similar to 【Unite 2017 Tokyo】もっと気軽に、動的なコンテンツ配信を ~アセットバンドルの未来と開発ロードマップ (20) More from Unity Technologies Japan K.K. (20) 【Unite 2017 Tokyo】もっと気軽に、動的なコンテンツ配信を ~アセットバンドルの未来と開発ロードマップ15. Unityプロジェクト 開発初週 - 直接参照
public class spawnCarFromDirectReference : MonoBehaviour
{
public GameObject carPrefab;
void Start ()
{
if(carPrefab != null)
GameObject.Instantiate(carPrefab, this.transform, false);
}
}
16. Unityプロジェクト,開発2週目 - Resources.Load
public class spawnCarFromResources : MonoBehaviour
{
public string carName;
void Start ()
{
var go = Resources.Load<GameObject>(carName);
if(go != null)
GameObject.Instantiate(go, this.transform, false);
}
}
17. Unityプロジェクト,開発3週目 - Resources.LoadAsync
public class spawnCarFromResourcesAsync : MonoBehaviour
{
public string carName;
IEnumerator Start ()
{
var req = Resources.LoadAsync(carName);
yield return req;
if(req.asset != null)
GameObject.Instantiate(req.asset, this.transform, false);
}
}
19. Resourcesからアセットバンドルへの変更
public class MyBuildProcess
{
...
[MenuItem("Build/Build Asset Bundles")]
public static void BuildAssetBundles()
{
var outputPath = bundleBuildPath;
if(!Directory.Exists(outputPath))
Directory.CreateDirectory(outputPath);
var manifest = BuildPipeline.BuildAssetBundles(outputPath,
BuildAssetBundleOptions.ChunkBasedCompression,
EditorUserBuildSettings.activeBuildTarget);
var bundlesToCopy = new List<string>(manifest.GetAllAssetBundles());
// Copy the manifest file
bundlesToCopy.Add(EditorUserBuildSettings.activeBuildTarget.ToString());
CopyBundlesToStreamingAssets(bundlesToCopy);
}
...
}
20. Resourcesからアセットバンドルへの変更
public class spawnCarFromBuiltinAssetBundle : MonoBehaviour
{
public string carName;
public string carBundleName;
IEnumerator Start ()
{
if(!string.IsNullOrEmpty(carBundleName))
{
var bundleReq = AssetBundle.LoadFromFileAsync(carBundleName);
yield return bundleReq;
var bundle = bundleReq.assetBundle;
if( bundle != null)
{
var assetReq = bundle.LoadAssetAsync(carName);
yield return assetReq;
if(assetReq.asset != null)
GameObject.Instantiate(assetReq.asset, this.transform,
false);
}
}
}
}
22. Asset BundlesをCDNからロードするよう書き換え
public class spawnCarFromRemoteAssetBundle : MonoBehaviour
{
public string carName;
public string carBundleName;
public string remoteUrl;
IEnumerator Start ()
{
var bundleUrl = Path.Combine(remoteUrl, carBundleName);
var webReq = UnityWebRequest.GetAssetBundle(bundleUrl);
var handler = webReq.downloadHandler as DownloadHandlerAssetBundle;
yield return webReq.Send();
var bundle = handler.assetBundle;
if(bundle != null)
{
var prefab = bundle.LoadAsset<GameObject>(carName);
if(prefab != null)
GameObject.Instantiate(prefab, this.transform, false);
}
}
}
23. Loading Asset Bundles from CDN
public class spawnCarFromRemoteAssetBundle : MonoBehaviour
{
public string carName;
public string carBundleName;
public string remoteUrl;
IEnumerator Start ()
{
var bundleUrl = Path.Combine(remoteUrl, carBundleName);
var webReq = UnityWebRequest.GetAssetBundle(bundleUrl);
var handler = webReq.downloadHandler as DownloadHandlerAssetBundle;
yield return webReq.Send();
var bundle = handler.assetBundle;
if(bundle != null)
{
var prefab = bundle.LoadAsset<GameObject>(carName);
if(prefab != null)
GameObject.Instantiate(prefab, this.transform, false);
}
}
}
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25. public class spawnCarFromRemoteAssetBundleWithDependencies : MonoBehaviour
{
// Simple class to handle loading asset bundles via UnityWebRequest
public class AssetBundleLoader
{
string uri;
string bundleName;
public AssetBundle assetBundle
{
get; private set;
}
public static AssetBundleLoader Factory(string uri, string bundleName)
{
return new AssetBundleLoader(uri, bundleName);
}
private AssetBundleLoader(string uri, string bundleName)
{
this.uri = uri;
this.bundleName = bundleName;
}
public IEnumerator Load()
{
var bundleUrl = Path.Combine(this.uri, this.bundleName);
var webReq = UnityWebRequest.GetAssetBundle(bundleUrl);
var handler = webReq.downloadHandler as
DownloadHandlerAssetBundle;
yield return webReq.Send();
assetBundle = handler.assetBundle;
}
}
public string carName;
public string carBundleName;
public string manifestName;
public string remoteUrl;
IEnumerator Start ()
{
var manifestLoader = AssetBundleLoader.Factory(remoteUrl,
bundleManifestName);
yield return manifestLoader.Load();
var manifestBundle = manifestLoader.assetBundle;
// Bail out if we can't load the manifest
if(manifestBundle == null)
{
Debug.LogWarning("Could not load asset bundle manifest.");
yield break;
}
var op =
manifestBundle.LoadAssetAsync<AssetBundleManifest>("AssetBundleManifest");
yield return op;
var manifest = op.asset as AssetBundleManifest;
var deps = manifest.GetAllDependencies(carBundleName);
foreach(var dep in deps)
{
Debug.LogFormat("Loading asset bundle dependency {0}", dep);
var loader = AssetBundleLoader.Factory(remoteUrl, dep);
yield return loader.Load();
}
var carLoader = AssetBundleLoader.Factory(remoteUrl, carBundleName);
yield return carLoader.Load();
if(carLoader.assetBundle != null)
{
op = carLoader.assetBundle.LoadAssetAsync<GameObject>(carName);
yield return op;
var prefab = op.asset as GameObject;
if(prefab != null)
GameObject.Instantiate(prefab, this.transform, false);
}
}
}
45. Bundle Build Pipeline Overhaul Sneak Peak
public static AssetBundleBuildInput
GenerateAssetBundleBuildInput(
AssetBundleBuildSettings settings) { … }
public struct AssetBundleBuildInput
{
public struct Definition
{
public string name;
public string variant;
public GUID[] assets;
}
public AssetBundleBuildSettings settings;
public Definition[] bundles;
}
* Input generated from asset importer meta
data or any other source (external tools, etc.)
46. Bundle Build Pipeline Overhaul Sneak Peak
public static AssetBundleBuildCommandSet
GenerateAssetBuildCommandSet(
AssetBundleBuildInput buildInput) { … }
public struct AssetBundleBuildCommandSet
{
public struct Command
{
public AssetBundleBuildInput.Definition input;
public ObjectIdentifier[] objectsToBeWritten;
}
public AssetBundleBuildSettings settings;
public Command[] commands;
}
Command set generation gathers all
dependencies, handles object stripping, and
generates full list of objects to write.
47. Bundle Build Pipeline Overhaul Sneak Peak
public static void SaveAssetBundleOutput(AssetBundleBuildOutput output) { … }
Output can be serialized to JSON or any other
format as required.
48. Bundle Build Pipeline Overhaul Sneak Peak
public static void SaveAssetBundleOutput(AssetBundleBuildOutput output) { … }
Put it all together …
// Default build pipeline
SaveAssetBundleOutput(ExecuteAssetBuildCommandSet(GenerateAssetBuildComma
ndSet(GenerateAssetBundleBuildInput(settings))));
55. public class spawnCarFromRemoteAssetBundleWithDependencies : MonoBehaviour
{
// Simple class to handle loading asset bundles via UnityWebRequest
public class AssetBundleLoader
{
string uri;
string bundleName;
public AssetBundle assetBundle
{
get; private set;
}
public static AssetBundleLoader Factory(string uri, string bundleName)
{
return new AssetBundleLoader(uri, bundleName);
}
private AssetBundleLoader(string uri, string bundleName)
{
this.uri = uri;
this.bundleName = bundleName;
}
public IEnumerator Load()
{
var bundleUrl = Path.Combine(this.uri, this.bundleName);
var webReq = UnityWebRequest.GetAssetBundle(bundleUrl);
var handler = webReq.downloadHandler as
DownloadHandlerAssetBundle;
yield return webReq.Send();
assetBundle = handler.assetBundle;
}
}
public string carName;
public string carBundleName;
public string manifestName;
public string remoteUrl;
IEnumerator Start ()
{
var manifestLoader = AssetBundleLoader.Factory(remoteUrl,
bundleManifestName);
yield return manifestLoader.Load();
var manifestBundle = manifestLoader.assetBundle;
// Bail out if we can't load the manifest
if(manifestBundle == null)
{
Debug.LogWarning("Could not load asset bundle manifest.");
yield break;
}
var op =
manifestBundle.LoadAssetAsync<AssetBundleManifest>("AssetBundleManifest");
yield return op;
var manifest = op.asset as AssetBundleManifest;
var deps = manifest.GetAllDependencies(carBundleName);
foreach(var dep in deps)
{
Debug.LogFormat("Loading asset bundle dependency {0}", dep);
var loader = AssetBundleLoader.Factory(remoteUrl, dep);
yield return loader.Load();
}
var carLoader = AssetBundleLoader.Factory(remoteUrl, carBundleName);
yield return carLoader.Load();
if(carLoader.assetBundle != null)
{
op = carLoader.assetBundle.LoadAssetAsync<GameObject>(carName);
yield return op;
var prefab = op.asset as GameObject;
if(prefab != null)
GameObject.Instantiate(prefab, this.transform, false);
}
}
}
56. public class spawnCarFromRemoteAssetBundleWithDependencies : MonoBehaviour
{
// Simple class to handle loading asset bundles via UnityWebRequest
public class AssetBundleLoader
{
string uri;
string bundleName;
public AssetBundle assetBundle
{
get; private set;
}
public static AssetBundleLoader Factory(string uri, string bundleName)
{
return new AssetBundleLoader(uri, bundleName);
}
private AssetBundleLoader(string uri, string bundleName)
{
this.uri = uri;
this.bundleName = bundleName;
}
public IEnumerator Load()
{
var bundleUrl = Path.Combine(this.uri, this.bundleName);
var webReq = UnityWebRequest.GetAssetBundle(bundleUrl);
var handler = webReq.downloadHandler as
DownloadHandlerAssetBundle;
yield return webReq.Send();
assetBundle = handler.assetBundle;
}
}
public string carName;
public string carBundleName;
public string manifestName;
public string remoteUrl;
IEnumerator Start ()
{
var manifestLoader = AssetBundleLoader.Factory(remoteUrl,
bundleManifestName);
yield return manifestLoader.Load();
var manifestBundle = manifestLoader.assetBundle;
// Bail out if we can't load the manifest
if(manifestBundle == null)
{
Debug.LogWarning("Could not load asset bundle manifest.");
yield break;
}
var op =
manifestBundle.LoadAssetAsync<AssetBundleManifest>("AssetBundleManifest");
yield return op;
var manifest = op.asset as AssetBundleManifest;
var deps = manifest.GetAllDependencies(carBundleName);
foreach(var dep in deps)
{
Debug.LogFormat("Loading asset bundle dependency {0}", dep);
var loader = AssetBundleLoader.Factory(remoteUrl, dep);
yield return loader.Load();
}
var carLoader = AssetBundleLoader.Factory(remoteUrl, carBundleName);
yield return carLoader.Load();
if(carLoader.assetBundle != null)
{
op = carLoader.assetBundle.LoadAssetAsync<GameObject>(carName);
yield return op;
var prefab = op.asset as GameObject;
if(prefab != null)
GameObject.Instantiate(prefab, this.transform, false);
}
}
}
57. public class spawnCarFromResourcesAsync : MonoBehaviour
{
public string carName;
IEnumerator Start ()
{
var req = Resources.LoadAsync(carName);
yield return req;
if(req.asset != null)
GameObject.Instantiate(req.asset, this.transform, false);
}
}