通过UnityWebRequest 下载好的图片视频,可以通过AssetBundle.UnloadAllAssetBundles(true)卸载掉吗
时间: 2024-01-07 17:06:12 浏览: 30
不可以。`AssetBundle.UnloadAllAssetBundles(true)`只能卸载通过`AssetBundle.LoadFromFile`或`AssetBundle.LoadFromMemory`等方法加载的AssetBundle资源包,而不能卸载通过`UnityWebRequest`加载的资源。
如果你想卸载通过`UnityWebRequest`下载的资源,可以使用`UnityWebRequestAssetBundle.GetAssetBundle()`方法来获取`AssetBundle`对象,然后再使用`AssetBundle.Unload(true)`方法来卸载资源。示例代码如下:
```
UnityWebRequest request = UnityWebRequest.GetAssetBundle("http://example.com/myAssetBundle");
yield return request.SendWebRequest();
AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
// 使用bundle加载资源...
// 卸载bundle
bundle.Unload(true);
```
相关问题
unity 下载好之后的图片视频,如何进行清理代码实现
在Unity中,可以使用以下代码来清理不再使用的资源:
```csharp
using UnityEngine;
using UnityEditor;
public class ResourceCleaner : EditorWindow
{
[MenuItem("Tools/Clean Unused Resources")]
public static void ShowWindow()
{
var window = GetWindow<ResourceCleaner>();
window.Show();
}
void OnGUI()
{
if (GUILayout.Button("Clean Unused Resources"))
{
CleanUnusedResources();
}
}
private static void CleanUnusedResources()
{
string[] guids = AssetDatabase.FindAssets("t:Prefab t:Scene t:ScriptableObject t:Material t:Texture t:Sprite t:AnimationClip");
int totalCount = guids.Length;
int currentIndex = 0;
foreach (string guid in guids)
{
currentIndex++;
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
EditorUtility.DisplayProgressBar("Cleaning Unused Resources", $"Processing {currentIndex} of {totalCount}", (float)currentIndex / totalCount);
Object asset = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Object));
if (asset != null)
{
var dependencies = AssetDatabase.GetDependencies(assetPath, false);
var isUnused = true;
foreach (var dependency in dependencies)
{
if (!dependency.Contains(assetPath) && !AssetDatabase.GetAssetPath(dependency).StartsWith("Packages/"))
{
isUnused = false;
break;
}
}
if (isUnused)
{
Debug.Log($"Cleaning Unused Resource - {assetPath}", asset);
AssetDatabase.DeleteAsset(assetPath);
}
}
}
EditorUtility.ClearProgressBar();
AssetDatabase.Refresh();
}
}
```
这个代码会在Unity的菜单栏中添加一个 `Tools/Clean Unused Resources` 的选项,点击后会删除所有未被使用的资源。请注意,在执行此操作之前,请确保您的项目没有依赖于这些资源,否则可能会导致项目中的错误。
unity用 Assetbundle加载播放视频,要求点击esc跳过视频
要实现这个功能,你可以按照以下步骤进行:
1.将视频文件打包成 Assetbundle 格式。
2.在 Unity 中创建一个空的 GameObject,并将一个 VideoPlayer 组件添加到该对象上。
3.使用 Assetbundle.LoadAsync 方法异步加载视频 Assetbundle,并在加载完成后通过 VideoPlayer.source 属性将视频资源绑定到 VideoPlayer 组件上。
4.监听用户按下 ESC 键的事件,当 ESC 键被按下时,通过 VideoPlayer.Stop 方法停止视频播放,并将该 GameObject 销毁以释放内存。
下面是一个简单的代码示例:
```csharp
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Video;
public class VideoPlayerController : MonoBehaviour
{
public string assetBundleName;
public string videoName;
private VideoPlayer videoPlayer;
private AssetBundle assetBundle;
private void Start()
{
videoPlayer = gameObject.AddComponent<VideoPlayer>();
StartCoroutine(LoadAssetBundle());
}
private IEnumerator LoadAssetBundle()
{
using (UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(assetBundleName))
{
yield return request.SendWebRequest();
if (request.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Failed to load asset bundle: " + assetBundleName);
yield break;
}
assetBundle = DownloadHandlerAssetBundle.GetContent(request);
AssetBundleRequest loadRequest = assetBundle.LoadAssetAsync<VideoClip>(videoName);
yield return loadRequest;
if (loadRequest.asset == null)
{
Debug.LogError("Failed to load video asset: " + videoName);
yield break;
}
videoPlayer.source = VideoSource.VideoClip;
videoPlayer.clip = (VideoClip)loadRequest.asset;
videoPlayer.Prepare();
videoPlayer.Play();
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
videoPlayer.Stop();
Destroy(gameObject);
assetBundle.Unload(true);
}
}
}
```
在上述代码中,我们首先使用 UnityWebRequest 获取视频 Assetbundle,然后通过 AssetBundle.LoadAssetAsync 异步加载视频资源,并将其绑定到 VideoPlayer 上进行播放。在用户按下 ESC 键的时候,我们停止视频播放并销毁该 GameObject 对象以释放内存。