资源打包脚本,放到Assets\Editor 文件夹下

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO; public class assetPack : Editor
{ /*
[MenuItem("Custom Editor/Build AssetBundle From Selection - Track dependencies")]
static void ExportResource2()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
}
}
* */
/*
[MenuItem("Custom Editor/Build AssetBundle Complited to bytes")]
static void ExportResource5()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, BuildTarget.StandaloneWindows);
Selection.objects = selection; FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite);
byte[] buff = new byte[fs.Length];
fs.Read(buff, 0, (int)fs.Length);
string password = "shanghaichaolan";
packXor(buff,buff.Length,password);
Debug.Log("filelength:"+ buff.Length);
fs.Close();
File.Delete(path); string BinPath = path.Substring(0, path.LastIndexOf('.')) + ".bytes";
FileStream cfs = new FileStream(BinPath,FileMode.Create);
cfs.Write(buff, 0, buff.Length);
Debug.Log("filelength:" + buff.Length);
buff = null;
cfs.Close(); }
}
*/ [MenuItem("Custom Editor/Save Scene2")]
static void ExportResource()
{
// Bring up save panel
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path,
BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
}
} [MenuItem("Custom Editor/Make unity3d file to bytes file")]
static void ExportResourceNoTrackSS()
{
string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0)
{ FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite);
byte[] buff = new byte[fs.Length];
fs.Read(buff, 0, (int)fs.Length);
string password = "shanghaichaolan";
packXor(buff, buff.Length, password);
Debug.Log("filelength:" + buff.Length);
fs.Close();
File.Delete(path); string BinPath = path.Substring(0, path.LastIndexOf('.')) + ".bytes";
FileStream cfs = new FileStream(BinPath, FileMode.Create);
cfs.Write(buff, 0, buff.Length);
Debug.Log("filelength:" + buff.Length);
buff = null;
cfs.Close(); }
} static void packXor(byte[] _data, int _len, string _pstr)
{
int length = _len;
int strCount = 0; for (int i = 0; i < length; ++i)
{
if (strCount >= _pstr.Length)
strCount = 0;
_data[i] ^= (byte)_pstr[strCount++]; } } }

菜单上就会出现两个, 把要打包的资源做成Prefab,选中资源,然后菜单Custom Editor/Save Scene2  输入名字

新生成的文件,再选中新生成的文件,点击菜单Custom Editor/Make unity3d file to bytes file   输入名字

又生成了一个文件,再点击这个文件,菜单Custom Editor/Save Scene2  ,这样就打包加密好了

using UnityEngine;
using System.Collections; public class loadnew : MonoBehaviour
{
public string filename;
private string BundleURL;
private string AssetName;
void Start()
{
//StartCoroutine(loadScenee());
StartCoroutine(LoadResource());
} IEnumerator loadScenee()
{
string path;
path = "file://" + Application.dataPath + "/" + filename + ".unity3d";
Debug.Log(path);
WWW www = new WWW(path);
yield return www;
AssetBundle bundle = www.assetBundle;
//GameObject go = bundle.Load("gCube",typeof(GameObject)) as GameObject; GameObject ObjScene = Instantiate(www.assetBundle.mainAsset) as GameObject;
bundle.Unload(false); } IEnumerator LoadResource()
{
BundleURL = "file://" + Application.dataPath + "/" + filename + ".unity3d";
Debug.Log("path:" + BundleURL);
WWW m_Download = new WWW(BundleURL); yield return m_Download;
if (m_Download.error != null)
{
// Debug.LogError(m_Download.error);
Debug.LogError("Warning errow: " + "NewScene");
yield break;
} TextAsset txt = m_Download.assetBundle.Load(filename, typeof(TextAsset)) as TextAsset;
byte[] data = txt.bytes; byte[] decryptedData = Decryption(data);
Debug.Log("decryptedData length:" + decryptedData.Length);
StartCoroutine(LoadBundle(decryptedData));
} IEnumerator LoadBundle(byte[] decryptedData)
{
AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);
yield return acr;
AssetBundle bundle = acr.assetBundle;
Instantiate(bundle.mainAsset); } byte[] Decryption(byte[] data)
{
byte[] tmp = new byte[data.Length];
for (int i = 0; i < data.Length; i++)
{
tmp[i] = data[i];
}
// shanghaichaolan
string password ="shanghaichaolan";
packXor(tmp,tmp.Length,password);
return tmp; }
static void packXor(byte[] _data, int _len, string _pstr)
{
int length = _len;
int strCount = 0; for (int i = 0; i < length; ++i)
{
if (strCount >= _pstr.Length)
strCount = 0;
_data[i] ^= (byte)_pstr[strCount++]; } } void update()
{ }
}

加载加密和不加密的资源

unity3d 资源打包加密 整理的更多相关文章

  1. unity3d资源打包总结

    http://www.manew.com/blog-33734-12973.html unity 打包的时候会把下面几个文件资源打进apk或者ipa包里面 1. Asset下的所有脚本文件 2. As ...

  2. plain framework 1 pak插件说明(资源压缩加密)

    在互联网的发展中,资源的整理一般成了发布软件应用的迫在眉睫的一件事情,不经打包的资源往往容易暴露而且众多的文件使得拷贝等待时间变长.在这种情况下,一种应用便诞生了,其起源是源自压缩软件,这便是我们今天 ...

  3. Unity中资源打包成Assetsbundle的资料整理

    最近在研究Unity中关于资源打包的东西,网上看了一堆资料,这里做个整合,说整合,其实也就是Ctrl-C + Ctrl-V,不是原创 首先为了尊重原创,先贴出原创者的文章地址: http://blog ...

  4. 跟我从零基础学习Unity3D开发--资源打包篇(AssetBundle)

    好久没更新了,一直在加班敢项目进度.这里和关注我的博客的童鞋表示一下歉意!这里有我录的Unity3D从零开始的视频教程大家可以关注一下:http://www.imooc.com/view/555  视 ...

  5. KEngine:Unity3D资源的打包、加载、调试监控

    资源模块做什么? 资源模块——ResourceModule,是KEngine中最核心的模块,其他模块基本或多或少的对它有依赖,它主要的功能是:资源打包.路径定义.资源管理.资源调试. 资源模块对Uni ...

  6. unity3d进行脚本资源打包加载

    原地址:http://www.cnblogs.com/hisiqi/p/3204752.html 本文记录如何通过unity3d进行脚本资源打包加载 1.创建TestDll.cs文件 public c ...

  7. 资源 Des加密

    Unity3d资源管理分析 http://blog.csdn.net/sgnyyy/article/details/39268215 打包资源 http://www.cnblogs.com/sifen ...

  8. Unity资源打包之Assetbundle

    转  Unity资源打包之Assetbundle 本文原创版权归 csdn janeky 所有,转载请详细注明原创作者及出处,以示尊重! 作者:janeky 原文:http://blog.csdn.n ...

  9. Unity手游之路<十一>资源打包Assetbundle

    http://blog.csdn.net/janeky/article/details/17652021 在手游的运营过程中,更新资源是比不可少的.资源管理第一步是资源打包.传统的打包可以将所有物件制 ...

随机推荐

  1. HTML 学习笔记一

    一.学习HTML有什么用? 可以写网页,也就是网站上的一个页面. 二.HTML 代码是写给谁看的? HTML代码是给浏览器看的,当然,强大的人类也能看得懂,如果你觉得不累的话. 三.HTML的结构 & ...

  2. Server.MapPath 出现未将对象引用设置到对象的实例

    此文仅在于使遇到相似问题的朋友能少走弯路 asp.net中我用一个页面的cs文件调用一个自定义类,这个自定义类再调用 System.Web.HttpContext.Current.Server.Map ...

  3. android手机安全性測试手段

    android手机安全性測试手段 罗列一下自己经常使用的android手机安全性測试攻击手段: 1. fiddler和tcpdump+wireshark抓包分析,模拟改动http请求參数,检验漏洞 2 ...

  4. Go Revel - server.go 源码分析

    之前介绍了 Go Revel - main函数分析 http://www.cnblogs.com/hangxin1940/p/3263775.html 最后会调用 `revel.Run(*port)` ...

  5. PHP——大话PHP设计模式——魔术方法

  6. 输//ip提示找不到应用程序

    输//ip提示找不到应用程序??? (未测试)试试:环境变量的 PATH 中添加 C:\Windows\system32 (未测试)试试:默认程序里----协议关联里:管理ie

  7. 由于无法验证发布者 所以windows阻止此软件

    打开Internet Explorer---菜单栏点“工具”---Internet选项--安全---自定义级别---安全设置---“ActiveX控件和插件下”的第5个“下载未签名的ActiveX控件 ...

  8. knockout.js模板绑定之利用Underscore.js模板引擎示例

    View代码 <h1>People</h1> <ul data-bind="template: { name: 'peopleList' }"> ...

  9. Dapper:安装Dapper时报错

    今天在使用VS 2013安装Dapper的时候报错,具体报错信息如下: 经过网上查找错误原因,发现是安装的Dapper版本过高,.Net Framework版本不支持该版本的Dapper. 解决方案: ...

  10. windows下安装和配置多个版本的JDK

    https://jingyan.baidu.com/article/47a29f2474ba55c015239957.html 如何在windows下安装和配置多个版本的jdk,本文将带你在windo ...