Geekpeer 发表于 2021-12-27 12:21:48

UnityGLTF不支持Android手机端不能读取StreamingAssets目录解决

最近工作比较忙,已经2个多月没有写博客了。最近一直在一个VR办公会议的项目,也积累了一些东东需要写出来。
在项目中用到了gltf资源,用到UntiyGLTF这个开源工具,用来在云上或者StreamingAssets目录下读取文件,并且渲染出来。
但是在使用UnityGLTF时,在Android手机上,不支持读取StreamingAssets目录下的gltf文件。所以写个UnityWebRequestLoader来支持读取文件,使用了Unity的自带的WebRequest。
1、首先UnityWebRequest不支持await等待,需要进行对他进行扩展支持‹font size="3">public static class UnityGLTFExtension {
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp)
{
    var tcs = new TaskCompletionSource‹object>();
    asyncOp.completed += obj => { tcs.SetResult(null); };
    return ((Task)tcs.Task).GetAwaiter();
}
}‹/font>
2、增加UnityWebRequestLoader的loader插件,支持android读取StreamingAssets目录下的文件‹font size="3">using System;
using System.IO;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;

namespace UnityGLTF.Loader
{
public static class UnityGLTFExtension {
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp)
{
    var tcs = new TaskCompletionSource‹object>();
    asyncOp.completed += obj => { tcs.SetResult(null); };
    return ((Task)tcs.Task).GetAwaiter();
}
}


public class UnityWebRequestLoader : ILoader
{
public Stream LoadedStream { get; private set; }

public bool HasSyncLoadMethod => false;

private string _rootUri;

public UnityWebRequestLoader(string rootUri)
{
    _rootUri = rootUri;
}


public async Task LoadStream(string gltfFilePath)
{
    if (gltfFilePath == null)
    {
      throw new ArgumentNullException(nameof(gltfFilePath));
    }

    string pathToLoad = Path.Combine(_rootUri, gltfFilePath);

    var getRequest = UnityWebRequest.Get(pathToLoad);
    await getRequest.SendWebRequest();

    byte[] data = getRequest.downloadHandler.data;
    if (data == null || data.Length == 0)
    {
      throw new InvalidOperationException(string.Format(
      "Failed to load from '{0}' - file was empty!", pathToLoad));
    }
    LoadedStream = new MemoryStream(data.Length);
    await LoadedStream.WriteAsync(data, 0, data.Length);
}

public void LoadStreamSync(string jsonFilePath)
{
    throw new NotImplementedException();
}
}
}‹/font>
3、包装一下gltf load,支持http/https,android手机加载,普通pc加载
‹font size="3">public static async Task‹GameObject> Load(string gltfUrl, Transform parent)
{
GameObject obj = null;
GLTFSceneImporter sceneImporter = null;
ILoader loader = null;
string directoryPath = URIHelper.GetDirectoryName(gltfUrl);
try
{
    if (gltfUrl.StartsWith("http://") || gltfUrl.StartsWith("https://"))
    {
      loader = new WebRequestLoader(directoryPath);

      sceneImporter = new GLTFSceneImporter(
      URIHelper.GetFileFromUri(new Uri(gltfUrl)),
      loader,
      asyncCoroutineHelper
      );
    }
    else if (gltfUrl.StartsWith("jar:file://"))
    {
      loader = new UnityWebRequestLoader(directoryPath);

      sceneImporter = new GLTFSceneImporter(
      Path.GetFileName(gltfUrl),
      loader,
      asyncCoroutineHelper
      );
    }
    else
    {
      loader = new FileLoader(directoryPath);
      sceneImporter = new GLTFSceneImporter(
      Path.GetFileName(gltfUrl),
      loader,
      asyncCoroutineHelper
      );
    }

    sceneImporter.SceneParent = parent;
    sceneImporter.Collider = GLTFSceneImporter.ColliderType.None;
    sceneImporter.MaximumLod = 300;
    sceneImporter.IsMultithreaded = true;

    await sceneImporter.LoadSceneAsync();

    obj = sceneImporter.CreatedObject;
}
finally
{
    if (loader != null)
    {
      sceneImporter?.Dispose();
      sceneImporter = null;
      loader = null;
    }
}

return obj;
}‹/font>
4、根据不同的平台,组装streamingassets目录
‹font size="3">private string streamingAssetsPath;
streamingAssetsPath =
#if UNITY_EDITOR
    Application.streamingAssetsPath;
#else
    "jar:file://" + Application.dataPath + "!/assets";
#endif

GameObject rootObject = await Gltf.Load(streamingAssetsPath + "test.glb", parentTransform);‹/font>
这样就可以支持android手机也可以在StreamingAssets目录下读取gltf/glb文件了。




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