Edit tes posts précédents aussi.namursite a écrit :bon je suppose que bon maintenant pour les balises ( voir posts précédents )
stream level
Re: stream level
Re: stream level
bon j ai trouver ce code pas d 'erreur.
au début il ma lis
rejected because no crossdomain.xml policy file was found
je lui ai fournis en utf8 .
maintenant il me met le message suivant :
The unity3d file is not a valid asset bundle.
UnityEngine.WWW:get_assetBundle()
svp
au début il ma lis
rejected because no crossdomain.xml policy file was found
je lui ai fournis en utf8 .
maintenant il me met le message suivant :
The unity3d file is not a valid asset bundle.
UnityEngine.WWW:get_assetBundle()
Code : Tout sélectionner
using UnityEngine;
using System.Collections;
public class AssetLoader : MonoBehaviour {
string assetURL="http://namursite.be/1objets/AssetLoader.unity3d";
// Use this for initialization
void Start () {
Debug.Log("Start");
// This is a Unity method that hijaks the .NET co-iterator functionality and
// uses it to create a psuedo co-routine
StartCoroutine(LoadAsset(assetURL));
}
//This is a co-routine method. Co-routines must return the IEnumerator interface
//This is because .NET doesnt really have co-routines, it has a co-iterator. Unity
//cleverly hijacks that to create a co-routine. If you need more information, you
//can try reading the micrsoft docs on yield return, but they are hairy
IEnumerator LoadAsset(string url){
// This call utilizes unity's asset cache to avoid reloading the same assets over again
// If you dont want asset cahchign replace it with:
//WWW www = new WWW(url);
WWW www = WWW.LoadFromCacheOrDownload(url,1);
// This is how you return from the co-routine. The www needs to be passed
// back as a parameter. The .NET mechanism hides this within a synthetically produced
// IEnumerator as its first entry in the enumeration but thats hidden inside of
// StartCoroutine and you'll never see it.
// Whatever is returned must inherit from the base class YieldInstruction
yield return www;
//THis code is run after the www has fetched its data or errorored out
if (www.error!=null){
Debug.LogError(www.error);
Debug.Log (url);
} else {
Debug.Log ("Done");
AssetBundle ab = www.assetBundle;
Object[] tilePrefabs = ab.LoadAll(typeof(GameObject));
foreach(Object obj in tilePrefabs){
Debug.Log (obj.name);
}
}
}