I'm making an assetbundle loader. now I'm using Resources.Load(path)
but it will be changed to MyResources.Load(path)
.
MyResources.Load(path)
will work same Resources.Load(path)
when i develop and will find assetbundle name from path and return an object when it release.
so, now I'm using following.
hashAssetBundle.Add("Sword/red_sword.prefab", "weapon");
hashAssetBundle.Add("Sword/blue_sword.prefab", "weapon");
hashAssetBundle.Add("Gun/red_gun.prefab", "weapon");
hashAssetBundle.Add("Gun/blue_gun.prefab", "weapon");
and use like following and the reason why I use like it is compatibility and convinience of development.
goSword = MyResources.Load<GameObject>("Sword/red_sword");
problem is the 4000 keys. I want a better data structure. help me!
ps. sorry for English.
Small suggestion on resource loading. Cant you load the asset folder instead of individual asset itself.
Add("Sword", "weapon");
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