![]() Use Asset Database mode ( BuildScriptFastMode) allows you to run the game quickly as you work through the flow of your game. The Addressable Assets package has three build scripts that create Play mode data to help you accelerate app development. Currently, there are three scripts implemented to support the full application build, and three Play mode scripts for iterating in the Editor. To apply a build script in the Addressables Groups window ( Window > Asset Management > Addressables > Groups), select Play Mode Script, and choose a dropdown option. Users can create their own build scripts and add them to the AddressableAssetSettings object through its Inspector. Build scriptsīuild scripts are represented as ScriptableObject Assets in the Project that implement the IDataBuilder interface. You can add schema templates via the AddressableAssetSettings Inspector. You can combine sets of schemas into templates that you use to define new groups. For example, when building in packed mode, groups with the BundledAssetGroupSchema schema attached to them act as sources for asset bundles. The set of schemas attached to a group defines how the build processes its contents. You can attach schemas to Asset groups in the Inspector. ![]() You can also move the Addressable Asset from the Resources folder, or from a local build destination, to some other build location (including remote ones), without ever changing your loading code. You can change an Addressable Asset’s path or filename without issue. Giving an Asset an address allows you to load it using that address, no matter where it is in your Project or how you built the Asset. If your AssetBundles are remote, or have dependencies on other bundles, you have to write code to manage downloading, loading, and unloading all of your bundles. ![]() If you use AssetBundles, you would again load by path, tying your load and organization strategies together. To access content stored elsewhere, you would use direct references or AssetBundles. If you arrange content in Resources directories, it gets built into the base application and you must load the content using the Resources.Load method, supplying the path to the resource. Traditionally, these facets of development are heavily tied together. ![]() ![]() One of the key benefits of Addressable Assets is decoupling how you arrange, build, and load your content. ![]()
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