• Unity Addressable热更系统尝试(一)


    受启发: Addressable 增量包

    Addressable Setting中勾选

     制作资源

     设置定好资源的热更

     下面是检测更新代码和加载资源

     1 [SerializeField]
     2     private string _entryName = "Assets/Prefab/GameObject.prefab";
     3 
     4     public Text UpdateLb;
     5     // Start is called before the first frame update
     6     void Start()
     7     {
     8         //var _ = StartAsync();
     9 
    10         StartCoroutine(DoUpdateAddressadble());
    11     }
    12 
    13     IEnumerator DoUpdateAddressadble()
    14     {
    15         AsyncOperationHandle<IResourceLocator> initHandle = Addressables.InitializeAsync();
    16         yield return initHandle;
    17 
    18         var checkHandle = Addressables.CheckForCatalogUpdates(false);
    19         yield return checkHandle;
    20         if (checkHandle.Result.Count > 0)
    21         {
    22             var updateHandle = Addressables.UpdateCatalogs(checkHandle.Result, false);
    23 
    24             yield return updateHandle;
    25 
    26             List<IResourceLocator> locators = updateHandle.Result;
    27             foreach (var locator in locators)
    28             {
    29                 List<object> keys = new List<object>();
    30                 keys.AddRange(locator.Keys);
    31                 var sizeHandle = Addressables.GetDownloadSizeAsync(keys);
    32                 yield return sizeHandle;
    33                 long totalDownloadSize = sizeHandle.Result;
    34                 UpdateLb.text = UpdateLb.text + "
    download size : " + totalDownloadSize;
    35                 Debug.Log("download size : " + totalDownloadSize);
    36                 if (totalDownloadSize > 0)
    37                 {
    38                     var downloadHandle = Addressables.DownloadDependenciesAsync(keys);
    39                     while (!downloadHandle.IsDone)
    40                     {
    41                         float percentage = downloadHandle.PercentComplete;
    42                         Debug.Log($"已下载: {percentage}");
    43                         UpdateLb.text = UpdateLb.text + $"
    已下载: {percentage}";
    44                         yield return null;
    45                     }
    46                     Debug.Log("下载完毕!");
    47                     UpdateLb.text = UpdateLb.text + "
    下载完毕" ;
    48                     Addressables.Release(downloadHandle);
    49                 }
    50             }
    51             Addressables.Release(updateHandle);
    52         }
    53         else
    54         {
    55             UpdateLb.text = UpdateLb.text + "
    没有检测到更新";
    56         }
    57         Addressables.Release(checkHandle);
    58 
    59 
    60         Load();
    61     }
    62     void Load()
    63     {
    64         Addressables.LoadAssetAsync<GameObject>(_entryName).Completed +=
    65             (op) =>
    66             {
    67                 if (op.Status == AsyncOperationStatus.Succeeded)
    68                 {
    69                     Debug.Log(op.Result as GameObject);
    70                     var go = Instantiate(op.Result as GameObject, Vector3.zero, Quaternion.identity, transform);
    71                     go.transform.localPosition = Vector3.zero;
    72                     go.transform.localScale = Vector3.one;
    73                 }
    74             };
    75     }

    原文是打了Log,我为了方便查看加了一个Text
    将Addressable资源build好上传远程

    工程打包,这里我打了pc包

    运行

    ======================================================================

    好的,这里出了事故

    第一次运行之后显示了加载更新4039,刚好和资源大小一致,但是我直接关了进程想看看第二次打开会不会更新,没有更新但是第一次的更新没截图=  =

    然后悲催的我想重新打个包应该就行了,结果是

    我就不淡定了,我包是重新打了,讲道理应该会重新更新才对,

    于是我把包又重新删掉,远程的资源也删了,按照上面的流程重新操作一遍

    结果.... 只显示更新size 为0

    裂开了.....我在重新尝试中.......

     想到一个办法,我要坑同事了,哈哈哈..

     果然,成功截图..

    在我几次尝试后,有这么个疑问:

    现象:更新过后,不管我是把包删除重新build,还是把远程资源都删掉,都会显示无更新

    但是我把新加的资源和原有的资源(新打的),一起传到远程,他只会更新新加的,但是原有的资源也是可以正常加载出来的

    问题:他是把资源更新加载到电脑内存里面吗,我重新打包和删除远程资源无效,是因为更新还在内存中吗?

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  • 原文地址:https://www.cnblogs.com/lovewaits/p/14339445.html
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