How can I load object in unity3D using javascript. Actually I needed an assetbundle concept. For this I created a exportResource.js file in editor and cachload.js in script.But the connection throws an error.I just copy exportResource.js file and paste it into editor. I don't know what changes are made to the exportResource.js in editor.
my cachload.js file in script is
#pragma strict
function Start ()
{
var www = WWW.LoadFromCacheOrDownload ("file://C:/wamp/www/object/bee1.unity3d",4);
yield www;
if (!String.IsNullOrEmpty(www.error))
{
Debug.Log (www.error);
return;
}
var myLoadedAssetBundle = www.assetBundle;
var asset = myLoadedAssetBundle.mainAsset;
}
exportResource.js in editor
@MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")
static function ExportResource () {
// Bring up save panel
var path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
var selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
}
@MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")
static function ExportResourceNoTrack () {
// Bring up save panel
var path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
}
}
error: A file of the same name is already loaded.
Why this error occurs?
I Referred link here.
http://docs.unity3d.com/Documentation/Manual/keepingtrackofloadedassetbundles.html
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