Build Addressables content on Player Build: 在构建时始终构建AA包内容 Do not Build Addressables content on Player Build: 在构建时不自动构建AA包,选择此模式若需要更新,则需构建之前手动构建AA Use global Settings (stored in preferences): 使用全局设置(存储在首选项中),在打开Preferences面板下的Addressable...
Addressable实现:多个Group:一个Group做为首包资源以本地打包(编译使用LocalBuildPath,加载使用LocalLoadPath),其他包已远程方式打包(编译使用RemoteBuildPath,加载使用RemoteLoadPath) Addressable的首包资源会保存到StreamingAssets/aa/目录下,在Build项目时会被拷贝至改路径 YooAssets实现:多个Group:对首包资源设置Tag:Build...
Include In Build:只有默认勾选才会打包 Bundle Mode:AssetBundle打包合并方式。我设计时默认设计为Pack Together By Label BundleNameing:包名设置,设计为Filename,更新后同名的会自动覆盖,这样可以避免老资源一直存在。 主要的API Addressables.LoadAssetAsync< T >:加载单个资源 Addressables.LoadAssetsAsync< T >:批...
初次使用Addressable时,需要创建Setting并了解Assets目录下的文件结构,包括Groups、Profile、AddressableAssetSettings设置、EventViewer界面、Analyze界面和Hosting界面。Group的设置对资源打包至关重要,包括Content Update Restriction、Build/Load Path、Include in Build、Bundle Mode、Use Asset Bundle Cache、Asset...
点击初始化按钮后,会在Assets目录生成AddressableAssetsData目录。Addressable目录 AddressableAssetSettings配置: Profiles: 配置分组默认使用,本地和远程资源地址。 Catalog: 热更资源列表文件,有这个文件,才知道每次需要更新那些文件。 Build Remove Catalog:勾选才会生成Catalog版本文件,配套需要分组选择 Remote。
AssetBundle dependencies 译:AssetBundle 依赖项When enabled, the Addressables build script creates the report whenever you build Addressables content. You can enable the report in the Addressables section of the Preferences window. You can find the report in your project folder atLibrary/com.unity.a...
LocalLoadPath:本地资源加载地址,默认值是{UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget],这是个运行时的变量,发布过后,这就是StreamingAssets目录的地址. RemoteBuildPath远程资源的存放地址 RemoteLoadPath远程资源的加载地址:比如http://[PrivateIpAddress]:[HostingServicePort],这里使用了两个...
Build your Addressable assets 译:构建你的Addressable See the Space Shooter project in the Addressables-Sample repository for an example of a project set up to use Addressable assets. 译:请参阅Addressable - sample存储库中的Space Shooter项目,以获得设置为使用Addressable资产的项目示例。
With everything set up and configured, it's time to build the project's contents! In your Addressable Groups window, tick all 'Include in build' boxes of those groups that should be built. From the build tab, there's a newDefault build script - Multi-Catalogoption. Select this one to...
Added support forUnityEngine.AddressableAssets.AssetReference. The newAssetReferenceConverteris only included in the build if your project contains thecom.unity.addressablespackage. (#67) This automatic inclusion relies on AssemblyDefinition version defines, which was introduced in Unity 2019.1.x. To en...