这里我们就使用真实的环境测试了,而不是用Addressable提供的Hosting。 到这里的时候,我们尝试Build下 构建成功之后可以看到项目路径下多了个ServerData文件夹,里面的内容就是我们创建的包体外的资源。 开始测试 现在让我们来测试一下! 首先我们需要把Play Mode Script 修改为 Use Existing Build 模式。 这里改为UseExis...
Using Addressables in C# CodeIn Visual Studio, create a new C# script named "AddressableLoader". Add the following using statements to the top of the script: using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; Create a variable to store ...
using System.Collections.Generic; using UnityEngine; using UnityEngine.AddressableAssets; //You need to have the addressables package from the package manager installed. public class YourClassName : MonoBehaviour { //Add a script with this code to a Gameobject to get a List of assignable asset ...
.unitypackage .app Crashlytics generated file crashlytics-build.properties Packed Addressables /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata//.bin Temporary auto-generated Android Assets /[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa/ 55 changes: 55 additions & 0 ...
In Visual Studio, create a new C# script named "AddressableLoader". Add the following using statements to the top of the script: using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; Create a variable to store the Addressable asset reference: ...