You might consider advice listed above or can work around this problem by adding extra reference to specific class to your script code: object obj = new MD5CryptoServiceProvider(); “Ran out of trampolines of type 0/1/2”运行时错误
。 具体问题还需要具体分析,看是否什么组件没有加载,或者一些 GetCompont() 与 Resource.Load() 等方法的路径名称是否正确等。 问题7: 程序运行过程中出现的一个运行时错误信息: “MissingReferenceException: The object of type 'GameObject' has been destroyed” 解答: 缺少引用异常!通常原因是由于指定的游戏对象...
Unity 常见报错问题解决方案 目录 Unity 常见报错问题解决方案 【已解决】Unity Coroutinue 协程未有效执行的问题 【待解决】Not a Prefab scene 7 ‘UniversalAdditionalCamera... 【解决】Expanding invalid MinMaxAABB 【解决】Java开发工具包(JDK)目录未设置或无效。请在“首选项“>“外部工具“中将其修复22 使用...
this handler has priority over clients that have the given name.</param>/// <param name="time">The time used to determine the priority of handlers when many
AssetBundle.Unload(true):释放AssetBundle文件内存镜像同时销毁所有已经Load的Assets内存对象Reources.UnloadAsset(Object):显式的释放已加载的Asset对象,只能卸载磁盘文件加载的Asset对象Resources.UnloadUnusedAssets:用于释放所有没有引用的Asset对象GC.Collect()强制垃圾收集器立即释放内存 Unity的GC功能不算好,没把握的时候就...
public class LoadFromStreamExample :MonoBehaviour{ void Start() { var fileStream = new FileStream(Application.streamingAssetsPath, FileMode.Open, FileAccess.Read); var myLoadedAssetBundle =AssetBundle.LoadFromStream(fileStream); if (myLoadedAssetBundle == null) {Debug.Log("Failed to loadAssetBundle!"...
此时会打开Addressables Profiles窗口,我们可以修改修改RemoteBuildPath和RemoteLoadPath, 这里我先不修改,下文搭建Web服务器后再来改RemoteLoadPath。 7、打Addressable资源包 在Addressables Groups窗口中,点击Build / New Build / Default Build Script,就会开始打Addressable资源包了,等它打包完毕即可, ...
Object[] SelectedAsset = Selection.GetFiltered (typeof(Object), SelectionMode.DeepAssets); //遍历所有的游戏对象 foreach (Object obj in SelectedAsset) { string sourcePath = AssetDatabase.GetAssetPath (obj); //本地测试:建议最后将Assetbundle放在StreamingAssets文件夹下,如果没有就创建一个,因为移动平台...
// You can return type as struct UniTask<T>(or UniTask), it is unity specialized lightweight alternative of Task<T> // zero allocation and fast excution for zero overhead async/await integrate with Unity async UniTask<string> DemoAsync() { // You can await Unity's AsyncObject var asset...
MonoBehaviour{functionStart(){varmyLoadedAssetBundle=AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath,"myassetBundle"));if(myLoadedAssetBundle==null){Debug.Log("Failed to load AssetBundle!");return;}varprefab=myLoadedAssetBundle.LoadAsset.<GameObject>("MyObject");Instantiate(prefab);}}...