1.准备一份PPT文件 和System.Drawing,Aspose.Slides这些dll文件,如图
2.unity默认设置,在Player下面找到api兼容级别 改成.NETFrameWork 如图

3.创建这些东西,并挂载脚本,脚本是其他大佬分享的,挺好使

4.运行即可 页数多的情况得另外搞

5.参考大佬的地址
⭐ Unity 异步加载PPT页面 并 首帧无卡顿显示_unity 加载ppt-CSDN博客
这个也能使用,有案例694fe · 万能工具箱/PPT加载插件v2.0Unity - GitCode
6.dll的话可以去上面工程找下,有报错也是dll的问题和项目设置的问题
7.PPTCtrl脚本在这里
using Aspose.Slides;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
public class PPTCtrl : MonoBehaviour
{
public UnityEngine.UI.Image ShowImg;//展示图片
public Text pagetext;//页数
public GameObject LastBtn, NextBtn;
public Sprite PlaceholderSprite; // 设置一个默认占位图 可以用ppt第一张图
private Presentation presentation = null;
private int NowPage = 0;
private bool isLoading = false;
private Dictionary<int, Sprite> slideSprites = new Dictionary<int, Sprite>();
private async void Start()
{
UnityMainThreadDispatcher.Instance(); // 初始化主线程调度器
string PPTPath = Application.dataPath + "/Plugins/Aspose.Slides.NET.18.10.0(Crack)/165.pptx";
presentation = new Presentation(PPTPath);
// 用占位图先顶上 UI
ShowImg.sprite = PlaceholderSprite;
// 优先加载第一页
await LoadAndCacheSlideAsync(0);
// 延迟一帧再刷新 UI,避免卡顿
await Task.Delay(100);
SwitchPage(0);
// 后台加载其他页
_ = Task.Run(() => PreloadOtherSlidesAsync());
}
private void OnEnable()
{
LastBtn.GetComponent<Button>().onClick.AddListener(ClickLast);
NextBtn.GetComponent<Button>().onClick.AddListener(ClickNext);
}
private void OnDisable()
{
LastBtn.GetComponent<Button>().onClick.RemoveListener(ClickLast);
NextBtn.GetComponent<Button>().onClick.RemoveListener(ClickNext);
}
private async Task PreloadOtherSlidesAsync()
{
int total = presentation.Slides.Count;
for (int i = 1; i < total; i++)
{
if (!slideSprites.ContainsKey(i))
await LoadAndCacheSlideAsync(i);
}
}
private async Task LoadAndCacheSlideAsync(int page)
{
var slide = presentation.Slides[page];
var bitmap = slide.GetThumbnail(1f, 1f);
var bytes = GetBitMapBytes(bitmap);
await Task.Yield(); // 推出当前线程
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
var tex = new Texture2D(bitmap.Width, bitmap.Height, TextureFormat.RGBA32, false);
tex.LoadImage(bytes);
var sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
slideSprites[page] = sprite;
});
}
public void SwitchPage(int page)
{
if (isLoading || page < 0 || page >= presentation.Slides.Count)
return;
NowPage = page;
pagetext.text = (page + 1) + " / " + presentation.Slides.Count;
LastBtn.SetActive(page > 0);
NextBtn.SetActive(page < presentation.Slides.Count - 1);
if (slideSprites.TryGetValue(page, out Sprite sprite))
{
ShowImg.sprite = sprite;
}
else
{
ShowImg.sprite = PlaceholderSprite;
StartCoroutine(LoadSlideAsync(page));
}
}
private IEnumerator LoadSlideAsync(int page)
{
isLoading = true;
yield return Task.Run(async () =>
{
await LoadAndCacheSlideAsync(page);
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
if (NowPage == page && slideSprites.ContainsKey(page))
{
ShowImg.sprite = slideSprites[page];
}
isLoading = false;
});
});
}
private byte[] GetBitMapBytes(Bitmap bm)
{
try
{
using (MemoryStream ms = new MemoryStream())
{
bm.Save(ms, ImageFormat.Png);
return ms.ToArray();
}
}
catch (Exception e)
{
Debug.LogWarning("Get Bytes failed: " + e);
return null;
}
}
public void ClickNext() => SwitchPage(NowPage + 1);
public void ClickLast() => SwitchPage(NowPage - 1);
}
8.主线程调度的脚本在这
using System;
using System.Collections.Generic;
using UnityEngine;
public class UnityMainThreadDispatcher : MonoBehaviour
{
private static readonly Queue<Action> _executionQueue = new Queue<Action>();
private static UnityMainThreadDispatcher _instance = null;
public static UnityMainThreadDispatcher Instance()
{
if (_instance == null)
{
var go = GameObject.Find("MainThreadDispatcher");
if (go == null)
{
go = new GameObject("MainThreadDispatcher");
DontDestroyOnLoad(go);
_instance = go.AddComponent<UnityMainThreadDispatcher>();
}
else
{
_instance = go.GetComponent<UnityMainThreadDispatcher>();
if (_instance == null)
_instance = go.AddComponent<UnityMainThreadDispatcher>();
}
}
return _instance;
}
public void Enqueue(Action action)
{
if (action == null) return;
lock (_executionQueue)
{
_executionQueue.Enqueue(action);
}
}
private void Update()
{
lock (_executionQueue)
{
while (_executionQueue.Count > 0)
{
_executionQueue.Dequeue()?.Invoke();
}
}
}
}