[fix] Fixes the issue where the new string(xxx) syntax is not supported. [refactor] Refactorizes VTableSetup implementation. [fix] Fixes the bug where functions explicitly implementing parent interfaces in subinterfaces are not calculated.
Important note about JS MemoryThe JS Memory information is obtained using the performance.memory API, which is currently only supported on Chrome or Edge. There are no other APIs available that return this information for Safari or Firefox.Note: This API isn’t supported on iOS devices....
[new] add option RuntimeOptionId::MaxMethodBodyCacheSize and RuntimeOptionId::MaxMethodInlineDepth [fix] fix the bug in GenericReferenceWriter where _systemTypePattern did not properly escape the '.' in type names. This caused issues when compiler-generated anonymous types and functions contained...
WebGL 不支持多线程,而AssetBundle 数据在 Http 下载完成后才可用,因此,AssetBundle 就需要在主线程进行解压缩,这会引起主线阻塞,LZMA 在 WebGL 平台是不可用的,因为它是整包压缩,可以采用 LZ4 压缩,它是单个资源独立压缩,即加载单个资源时,不需要解压整个资源包,如果需要更小的资源包格式,可以采用 gzip 或者 bro...
Auto Graphics APIDisable this option to manually pick and reorder the graphics APIs. By default this option is enabled, and Unity includes WebGL2.0, with WebGL1.0 as a fallback for devices where WebGL2.0 isn’t supported. Static Batching启用此选项可使用静态批处理。
2.1. Unity小游戏的两种技术方案 Native Instant Game WebGL 具体介绍请参考Unity官方引擎底层架构技术...
支持WWW.LoadFromCacheOrDownload 方法,它采用浏览器的 IndexedDB 来实现缓存; 内嵌资源 有些.net 程序集中会内嵌一些资源,默认情况下,WebGL 在打包时是不打包这些资源的,目的是为了减少内容的大小,如果有些 API 确实需要这些资源,可以通过以下代码进行设置: ...
CancellationTokenSouce.CancelAfter is a standard api. However in Unity you should not use it because it depends threading timer. CancelAfterSlim is UniTask's extension methods, it uses PlayerLoop instead.If you want to use timeout with other source of cancellation, use CancellationTokenSource.Create...
UniTask features rely on C# 7.0(task-like custom async method builder feature) so the required Unity version is after Unity 2018.3, the official lowest version supported is Unity 2018.4.13f1.Why is UniTask(custom task-like object) required? Because Task is too heavy and not matched to Unity ...
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