unity 简易场景切换
场景跳转是游戏里面不可缺少的内容,这里写写我这个小白遇到的问题。
场景资源比较大,同步切换场景不现实。场景一般比较多,都加到scenes in build也不太现实。
这里将初始场景和过渡场景加到scenes in build,一般而言是login和loading场景,将其他场景打成uab的包。
这里忽略其他功能,单纯来说场景跳转。
场景同步跳转SceneManager.LoadScene(“loading”, LoadSceneMode.Single);同步跳转有个条件需要加到scenes in build。loading场景做成一个很小的场景,并且带一个进度条。几乎是瞬间就可以加载完成,同时异步加载目标场景,用SceneManager.LoadSceneAsync(“targetSence”, LoadSceneMode.Single);这里也有条件,加到scenes in build,或者uab已被加载。
在loagin场景,也就是初始场景上,挂上下面脚本:
using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; public class MainStart : MonoBehaviour { void Start() { DontDestroyOnLoad(this); SceneManager.LoadScene("loading", LoadSceneMode.Single); StartCoroutine("LoadScene"); } //异步加载 IEnumerator LoadScene() { WWW download = new WWW("file:///" + Application.dataPath + "/target/targetSence.uab"); yield return download; Debug.Log(download.ToString()); AsyncOperation async = SceneManager.LoadSceneAsync("targetSence", LoadSceneMode.Single); yield return async; } }
资源打包部分就不细说了,代码放到Editor下:
using UnityEditor; using UnityEngine; public class TestUab { [MenuItem("Assets/资源打包", false, 63)] public static void testUab() { string targetPath = Application.dataPath + "/target"; AssetBundleBuild abb = new AssetBundleBuild(); abb.assetBundleName = "targetSence.uab"; abb.assetNames = new string[1]; abb.assetNames[0] = "Assets/TestUab/" + "targetSence.unity"; AssetBundleBuild[] addArr = new AssetBundleBuild[1]; addArr[0] = abb; BuildPipeline.BuildAssetBundles(targetPath, addArr, BuildAssetBundleOptions.None, BuildTarget.Android); } }
将login,loading场景加入到scenes in build,并且打包目标场景后,开始运行,你会发现场景切换没有问题了,但是天空盒变成紫色了。刚开始以为材质丢了,点开Lighting界面,材质没丢,但是shader渲染出来的就是紫色。花了很长时间没解决,然后翻自己的线上工程,发现线上工程没有天空盒,一口老血喷到屏幕上了,最后还是请教老大,才知道问题。
在打uab包时,用的是Android平台,BuildPipeline.BuildAssetBundles(targetPath, addArr, BuildAssetBundleOptions.None, BuildTarget.Android);所以打出来的uab包时Android平台下的,shader都是Android平台下的shader,不同平台shader渲染不一样。把dome工程打成apk,一看果然天空盒没问题,没有变成紫色。线上项目在场景加载完毕的时候会切换材质球的shader,以保证在编辑器下显示没有问题。最终代码如下:
using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; public class MainStart : MonoBehaviour { // Use this for initialization void Start() { DontDestroyOnLoad(this); SceneManager.LoadScene("loading", LoadSceneMode.Single); StartCoroutine("LoadScene"); } //异步加载 IEnumerator LoadScene() { WWW download = new WWW("file:///" + Application.dataPath + "/target/targetSence.uab"); yield return download; Debug.Log(download.ToString()); AsyncOperation async = SceneManager.LoadSceneAsync("targetSence", LoadSceneMode.Single); yield return async; ChangeShader(); } //替换材质 private void ChangeShader() { #if UNITY_EDITOR //替换场景物体材质 Terrain terrain = GameObject.FindObjectOfType<Terrain>(); if (terrain != null) { terrain.materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; } Object[] objs = GameObject.FindObjectsOfType(typeof(GameObject)); for (int k = 0; k < objs.Length; k++) { GameObject go = objs[k] as GameObject; Renderer[] componentsInChildren = go.GetComponents<Renderer>(); for (int i = 0; i < componentsInChildren.Length; i++) { Material[] sharedMaterials = componentsInChildren[i].sharedMaterials; for (int j = 0; j < sharedMaterials.Length; j++) { if (sharedMaterials[j] != null) { Shader shader = sharedMaterials[j].shader; if (shader != null) { Shader shader2 = Shader.Find(shader.name); if (shader2 != null) { sharedMaterials[j].shader = shader2; } } } } } } //替换天空盒材质 Shader shader02 = RenderSettings.skybox.shader; RenderSettings.skybox.shader = Shader.Find(shader02.name); Debug.Log("替换材质"); #endif } }
这里没有写进度条相关的功能,大家可以自行解决。