|
| 1 | +using System.Collections; |
| 2 | +using UnityEngine; |
| 3 | +using UnityEngine.Networking; |
| 4 | + |
| 5 | +// example script to load hash from manifest file |
| 6 | +// then use that hash for asset bundle loading (to use cached version when available) |
| 7 | + |
| 8 | +namespace UnityLibrary |
| 9 | +{ |
| 10 | + public class AssetBundleLoader : MonoBehaviour |
| 11 | + { |
| 12 | + public string assetBundleURL = "http://localhost/bundle"; |
| 13 | + |
| 14 | + void Start() |
| 15 | + { |
| 16 | + StartCoroutine(DownloadAndCache(assetBundleURL, "")); |
| 17 | + } |
| 18 | + |
| 19 | + |
| 20 | + /// <summary> |
| 21 | + /// asset bundle load and instantiate |
| 22 | + /// </summary> |
| 23 | + /// <param name="bundleURL">full url to the bundle file</param> |
| 24 | + /// <param name="assetName">optional asset name to instantiate from the bundle</param> |
| 25 | + IEnumerator DownloadAndCache(string bundleURL, string assetName) |
| 26 | + { |
| 27 | + // Wait for the Caching system to be ready |
| 28 | + while (!Caching.ready) |
| 29 | + { |
| 30 | + yield return null; |
| 31 | + } |
| 32 | + |
| 33 | + // if you want to always load from server, can clear cache first |
| 34 | + // Caching.CleanCache(); |
| 35 | + |
| 36 | + // get current bundle hash from server, random value added to avoid caching |
| 37 | + UnityWebRequest www = UnityWebRequest.Get(bundleURL + ".manifest?r=" + (Random.value * 9999999)); |
| 38 | + Debug.Log("Loading manifest:" + bundleURL + ".manifest"); |
| 39 | + |
| 40 | + // wait for load to finish |
| 41 | + yield return www.Send(); |
| 42 | + |
| 43 | + // if received error, exit |
| 44 | + if (www.isError == true) |
| 45 | + { |
| 46 | + Debug.LogError("www error:" + www.error); |
| 47 | + yield break; |
| 48 | + } |
| 49 | + |
| 50 | + // create empty hash string |
| 51 | + Hash128 hashString = (default(Hash128));// new Hash128(0, 0, 0, 0); |
| 52 | + |
| 53 | + // check if received data contains 'ManifestFileVersion' |
| 54 | + if (www.downloadHandler.text.Contains("ManifestFileVersion")) |
| 55 | + { |
| 56 | + // extract hash string from the received data, should add some error checking here |
| 57 | + var hashRow = www.downloadHandler.text.ToString().Split("\n".ToCharArray())[5]; |
| 58 | + hashString = Hash128.Parse(hashRow.Split(':')[1].Trim()); |
| 59 | + |
| 60 | + if (hashString.isValid == true) |
| 61 | + { |
| 62 | + if (Caching.IsVersionCached(bundleURL, hashString) == true) |
| 63 | + { |
| 64 | + Debug.Log("Bundle with this hash is already cached!"); |
| 65 | + } else |
| 66 | + { |
| 67 | + Debug.Log("No cached version founded for this hash.."); |
| 68 | + } |
| 69 | + } else |
| 70 | + { |
| 71 | + // invalid loaded hash, just try loading latest bundle |
| 72 | + Debug.LogError("Invalid hash:" + hashString); |
| 73 | + yield break; |
| 74 | + } |
| 75 | + |
| 76 | + } else |
| 77 | + { |
| 78 | + Debug.LogError("Manifest doesn't contain string 'ManifestFileVersion': " + bundleURL + ".manifest"); |
| 79 | + yield break; |
| 80 | + } |
| 81 | + |
| 82 | + |
| 83 | + |
| 84 | + // now download the actual bundle, with hashString parameter it uses cached version if available |
| 85 | + www = UnityWebRequest.GetAssetBundle(bundleURL + "?r=" + (Random.value * 9999999), hashString, 0); |
| 86 | + |
| 87 | + // wait for load to finish |
| 88 | + yield return www.Send(); |
| 89 | + |
| 90 | + if (www.error != null) |
| 91 | + { |
| 92 | + Debug.LogError("www error:" + www.error); |
| 93 | + yield break; |
| 94 | + } |
| 95 | + |
| 96 | + // get bundle from downloadhandler |
| 97 | + AssetBundle bundle = ((DownloadHandlerAssetBundle)www.downloadHandler).assetBundle; |
| 98 | + |
| 99 | + GameObject bundlePrefab = null; |
| 100 | + |
| 101 | + // if no asset name is given, take the first/main asset |
| 102 | + if (assetName == "") |
| 103 | + { |
| 104 | + bundlePrefab = (GameObject)bundle.LoadAsset(bundle.GetAllAssetNames()[0]); |
| 105 | + } else // use asset name |
| 106 | + { |
| 107 | + bundlePrefab = (GameObject)bundle.LoadAsset(assetName); |
| 108 | + } |
| 109 | + |
| 110 | + // if we got something out |
| 111 | + if (bundlePrefab != null) |
| 112 | + { |
| 113 | + // instantiate at 0,0,0 and without rotation |
| 114 | + var go = Instantiate(bundlePrefab, Vector3.zero, Quaternion.identity) as GameObject; |
| 115 | + |
| 116 | + /* |
| 117 | + // fix pink shaders, NOTE: not always needed.. |
| 118 | + foreach (Renderer r in go.GetComponentsInChildren<Renderer>(includeInactive: true)) |
| 119 | + { |
| 120 | + // FIXME: creates multiple materials, not good |
| 121 | + var material = Shader.Find(r.material.shader.name); |
| 122 | + r.material.shader = null; |
| 123 | + r.material.shader = material; |
| 124 | + }*/ |
| 125 | + } |
| 126 | + |
| 127 | + bundle.Unload(false); |
| 128 | + } |
| 129 | + } |
| 130 | + |
| 131 | +} |
0 commit comments