可寻址资产系统

Unity的Addressables是一个用于大型项目和实时内容更新的资产管理系统,它简化了内容与应用程序的分离,支持运行时内存管理,并允许更快的迭代。该系统现已正式发布,适用于Unity 2019.3和2018 LTS版本,旨在解决Asset Bundles的复杂性,提供自动内存管理和性能分析工具,同时支持扩展和定制以适应各种项目需求。
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Addressables is a Unity Editor & runtime asset management system that improves support for large production teams with complex live content delivery needs. This release marks a major milestone in our journey to relieve developer pain while also bringing live content capabilities within reach of smaller teams less equipped to tackle the engineering challenges. Addressables is now out of preview [1] and will be available as a verified package for Unity 2019.3. It will remain fully supported in Unity 2018 LTS releases.

Addressables是一个Unity编辑器和运行时资产管理系统,可改善对具有复杂实时内容交付需求的大型生产团队的支持。 此版本标志着我们在减轻开发人员痛苦的过程中的一个重要里程碑,同时也将实时内容功能带入了能力不足以应对工程挑战的小型团队。 现在,可寻址对象已不在预览[1]中,并将作为Unity 2019.3的经过验证的软件包提供。 Unity 2018 LTS发行版仍将完全支持它。

背景 (Background)

In Unity 4, Asset Bundles were introduced as a low-level mechanism for building assets into discrete units for dynamic loading at runtime. Implementing Asset Bundles enables developers to separate content from the app install. This provides the ability to deliver regular content updates to live apps with a small initial download size, while staying below the over-the-air install limit as additional app content is added.

在Unity 4中,引入了资产捆绑包作为一种低级机制,用于将资产构建为离散的单元,以便在运行时动态加载。 实施资产捆绑包使开发人员能够从应用程序安装中分离内容。 这提供了以较小的初始下载大小向实时应用交付常规内容更新的功能,同时随着添加其他应用内容而保持在无线安装限制以下。

Despite these benefits, utilizing Asset Bundles in a real production is a complex task. There are no obvious workflows in Unity for transitioning content to Asset Bundles from the simple mechanisms of referencing and loading assets in Unity – through direct references in scenes and public fields of GameObjects. Transitioning an app or game from utilizing purely static, built-in content to one with the ability to load content dynamically with incremental updates requires a large amount of refactoring and custom programming. This capability has therefore remained out of reach for many, if not most, developers.

尽管有这些好处,但在实际生产中利用资产捆绑包是一项复杂的任务。 Unity

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