UnityWebRequest是自帶的下載資源的api,優點顯而易見:封裝好,簡單用,兼容性跨平臺非常好。缺點也顯而易見:可拓展性差
下載小文件通常使用下面的方法:
public IEnumerator DownloadFile(string url, string contentName)
{
string downloadFileName = "";
#if UNITY_EDITOR
downloadFileName = Path.Combine(Application.dataPath, contentName);
#elif UNITY_ANDROID
downloadFileName = Path.Combine(Application.persistentDataPath, contentName);
#endif
using (UnityWebRequest webRequest = UnityWebRequest.Get(url))
{
yield return webRequest.SendWebRequest();
if (webRequest.isNetworkError)
{
Debug.LogError(webRequest.error);
}
else
{
DownloadHandler fileHandler = webRequest.downloadHandler;
using (MemoryStream memory = new MemoryStream(fileHandler.data))
{
byte[] buffer = new byte[1024 * 1024];
FileStream file = File.Open(downloadFileName, FileMode.OpenOrCreate);
int readBytes;
while ((readBytes = memory.Read(buffer, 0, buffer.Length)) > 0)
{
file.Write(buffer, 0, readBytes);
}
file.Close();
}
}
}
}
這樣的下載方式下載小文件時基本沒有任何問題,但如果是大文件特別是移動端下載的時候就有可能直接崩潰了。因爲下載的時候是首先存在內存中,移動端容易內存不足,出現崩潰的情況很常見。
解決辦法:使用DownloadHandlerFile函數,可以直接將文件下載到外存,即可解決下載大文件崩潰的問題
public IEnumerator DownloadVideoFile01(Uri uri, string downloadFileName, Slider sliderProgress )
{
using (UnityWebRequest downloader = UnityWebRequest.Get(uri))
{
downloader.downloadHandler = new DownloadHandlerFile(downloadFileName);//直接將文件下載到外存
print("開始下載");
downloader.SendWebRequest();
print("同步進度條");
while (!downloader.isDone)
{
//print(downloader.downloadProgress);
sliderProgress.value = downloader.downloadProgress;
sliderProgress.GetComponentInChildren<Text>().text = (downloader.downloadProgress* 100).ToString("F2") + "%";
yield return null;
}
if (downloader.error != null)
{
Debug.LogError(downloader.error);
}
else
{
print("下載結束");
sliderProgress.value = 1f;
sliderProgress.GetComponentInChildren<Text>().text = 100.ToString("F2") + "%";
}
}
}