TextAsset jsonDataObject=awaitAddressables.LoadAssetAsync<TextAsset>(target).Task; returnjsonDataObject.ToString(); } 要调用它的方法: asyncvoidStart() {vars =awaitJsonManager.ReadJsonData("CardData"); print(s); } 注意,不可以不await就打印s,打印出来的只会是一个task类型,因为ReadJ...
void RequestAsyncLoad(const TArray& AssetPaths, FStreamableDelegate OnComplete);:发起异步加载请求。void Tick();:在每帧更新中检查异步加载状态。bool IsAsyncLoadComplete(const FSoftObjectPath& AssetPath) const;:检查指定资源的加载状态是否完成。 FAsyncPackageDesc 功能 FAsyncPackageDesc 是异步资源加载的...
asset had been loaded such as the Id we loaded and the location to spawn at. Will call function 'OnMonsterLoaded' once it's complete.FStreamableDelegate Delegate = FStreamableDelegate::CreateUObject(this, &ASGameModeBase::OnMonsterLoaded, MonsterId, SpawnLocation);// The actual async load ...
LoadAssetAsync(material).ContinueWith(result => ManageAddressables.InstantiateAsync(props).ContinueWith(x => x.Value.GetComponent<MeshRenderer>().material = result)); Coroutine StartCoroutine(ManageAddressables.LoadAssetCoroutine(material, (key1, result1) => StartCoroutine(ManageAddressables.Instantiate...
varprefab =awaitassetBundle.LoadAssetAsync<GameObject>("myasset"); GameObject.Instantiate(prefab); assetBundle.Unload(false); } asyncTask<AssetBundle> GetAssetBundle(stringurl) { return(awaitnewWWW(url)).assetBundle } IEnumerator CustomCoroutineAsync() ...
GetCancellationTokenOnDestroy()); // .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T> var asset3 = await Resources.LoadAsync<TextAsset>("baz").ToUniTask(Progress.Create<float>(x => Debug.Log(x))); // await frame-based ...
public static class LoadHelper { public static async Task<Sprite> LoadSpritePNG(string path) { var task = LoadAsyncSprite(path, ".png"); Task<Sprite> t = await Task.WhenAny(task); return t.Result; } public static async Task<Sprite> LoadSpriteJPG(string path) ...
public class AsyncExample : MonoBehaviour { public async void Start() { // Wait one second await new WaitForSeconds(1.0f); // Wait for IEnumerator to complete await CustomCoroutineAsync(); await LoadModelAsync(); // You can also get the final yielded value from the coroutine ...
public class LoadFromFileAsyncExample :MonoBehaviour{ IEnumerator Start() { var fileStream = new FileStream(Application.streamingAssetsPath, FileMode.Open, FileAccess.Read); var bundleLoadRequest =AssetBundle.LoadFromStreamAsync(fileStream); yield return bundleLoadRequest; ...
我的建议是,如果你想要实时上传资源,可以将你的预制件导出为AssetBundle,然后将它们粘贴到你的Streaming...