【发布时间】:2019-03-19 19:13:55
【问题描述】:
我想在 AR 相机中播放视频。我总共有 10 个视频和一个视频播放器。我正在从服务器下载视频播放器作为资产包,名称为 videoplayer.unit3d 并存储到 SD 卡中。当我扫描 imageTarget 时,我正在使用 AssetBundle.LoadFromFile() 函数读取视频资产包文件,并且它第一次工作正常。
如果我扫描第二个 imageTarget,它会显示以下错误
"无法加载,因为另一个具有相同文件的 AssetBundle 是 已加载”
我尝试了bundle.Unload(true); 和Caching.cleanchache(),但它无法正常工作并抛出相同的错误。也试过bundle.Unload(false);
private void loadObject(string resourcePath, string objectName, TrackableBehaviour trackableBehaviuor, string videoUrl)
{
Debug.Log("Resource path " + resourcePath + " objectName " + objectName);
Debug.Log("Video Url from sd card " + videoUrl);
FileInfo fileInfo = new FileInfo(resourcePath);
if (!fileInfo.Exists)
return;
Debug.Log("File is present");
AssetBundle bundle = AssetBundle.LoadFromFile(resourcePath, 0, 0);//www.assetBundle;
Debug.Log("Bundle data is " + bundle);
if (bundle == null)
{
AndroidJavaObject jObject = new AndroidJavaObject("com.ezvidya.buzzle.activity.UnityActivity");
jObject.Call("showErrorDialog");
return;
}
else
{
AndroidJavaObject jo = new AndroidJavaObject("com.ezvidya.buzzle.activity.UnityActivity");
jo.Call("closeScanDialog");
}
//Load an asset from the loaded bundle
AssetBundleRequest bundleRequest = bundle.LoadAssetAsync(objectName, typeof(GameObject));
//bundle.Unload(false);
Caching.CleanCache();
//get object
GameObject cubeFromSDCard = bundleRequest.asset as GameObject;
if (cubeFromSDCard != null)
{
// instantiate augmentation object and parent to trackable
GameObject augmentation = (GameObject)GameObject.Instantiate(cubeFromSDCard);
augmentation.transform.parent = trackableBehaviuor.gameObject.transform;
augmentation.transform.localPosition = cubeFromSDCard.transform.localPosition;//new Vector3(0f, 0f, 0f);
augmentation.transform.localRotation = cubeFromSDCard.transform.localRotation;//Quaternion.identity;
augmentation.transform.localEulerAngles = cubeFromSDCard.transform.localEulerAngles;
augmentation.transform.localScale = cubeFromSDCard.transform.localScale;// new Vector3(22f, 22f, 22f);
Debug.Log("$$$$$$$$$$$$$$$$ Local Position from asset object " + cubeFromSDCard.transform.localPosition);
Debug.Log("$$$$$$$$$$$$$$$$ Local Rotation from asset object " + cubeFromSDCard.transform.localEulerAngles);
Debug.Log("$$$$$$$$$$$$$$$$ Local Scale from asset object " + cubeFromSDCard.transform.localScale);
Debug.Log("$$$$$$$$$$$$$$$$ Position from asset object " + cubeFromSDCard.transform.position);
Debug.Log("$$$$$$$$$$$$$$$$ Rotation from asset object " + cubeFromSDCard.transform.eulerAngles);
Debug.Log("$$$$$$$$$$$$$$$$ Scale from asset object " + cubeFromSDCard.transform.lossyScale);
// Caching.CleanCache();
if (videoUrl != null && videoUrl.Length > 0)
{
VideoPlaybackBehaviour video = augmentation.GetComponent<VideoPlaybackBehaviour>();
video.m_autoPlay = true;
Debug.Log("Autoplay is " + video.AutoPlay);
video.m_path = videoUrl;
// Pause other videos before playing this one
// Play this video on texture where it left off
//OnTrackingFound(false);
if (video != null && video.AutoPlay)
{
VideoPlayerHelper.MediaState state = video.VideoPlayer.GetStatus();
if (state == VideoPlayerHelper.MediaState.PAUSED ||
state == VideoPlayerHelper.MediaState.READY ||
state == VideoPlayerHelper.MediaState.STOPPED)
{
// Pause other videos before playing this one
PauseOtherVideos(video);
// Play this video on texture where it left off
video.VideoPlayer.Play(false, 0);
}
else if (state == VideoPlayerHelper.MediaState.REACHED_END)
{
// Pause other videos before playing this one
PauseOtherVideos(video);
// Play this video from the beginning
video.VideoPlayer.Play(false, 0);
}
}
}
augmentation.gameObject.SetActive(true);
}
//bundle.Unload(false);
}
【问题讨论】:
-
如果您能分享它的代码以便我们研究它,那就太好了。从您所写的内容来看,您的问题似乎与stackoverflow.com/questions/12814214/… 相同,但您似乎已经尝试了所有提到的解决方案。因此,如果您能分享更多关于它的信息,那就太好了。
-
您好我的代码。请告诉这里有什么问题。
-
哪行代码导致了这个错误?
-
你试试这个 bundle.Unload(false);和捆绑=空;可能是因为内存中有一些参考。如果有任何事情发生,请告诉我。这是我在为我的项目制作assetbundle时使用的参考网站。如果你不能解决这个问题可以参考这个theappguruz.com/blog/create-and-download-asset-bundle-in-unity。
-
如果我卸载它的工作没有错误。但是每次我扫描 imageTarget 时都会创建视频播放器,所以如果我扫描 5 次,就会有 5 个类似层的视频播放器如何解决这个问题
标签: c# unity3d assetbundle