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Unity_Addressables_

2023-03-27 09:50 作者:unity_某某師_高錦錦  | 我要投稿

The Addressables system provides tools and scripts to organize and package content for your application and an API to load and release assets at runtime.

譯:Addressables系統(tǒng)提供了用于組織和打包應(yīng)用程序內(nèi)容的工具和腳本,以及用于在運行時加載和釋放資產(chǎn)的API。

When you make an asset "Addressable," you can use that asset's address to load it from anywhere. Whether that asset resides in the local application or on a content delivery network, the Addressable system locates and returns it.

譯:當您使資產(chǎn)為“可尋址的”時,您可以使用該資產(chǎn)的地址從任何地方加載它。無論該資產(chǎn)駐留在本地應(yīng)用程序中還是在內(nèi)容交付網(wǎng)絡(luò)中,Addressable系統(tǒng)都會定位并返回它。

Adopt the Addressables system to help improve your project in the following areas:

譯:采用Addressables系統(tǒng)可以幫助您在以下方面改進項目:

  • Flexibility: Addressables give you the flexibility to adjust where you host your assets. You can install assets with your application or download them on demand. You can change where you access a specific asset at any stage in your project without rewriting any game code.

  • 譯:靈活性:可尋址使您可以靈活地調(diào)整托管資產(chǎn)的位置。您可以在應(yīng)用程序中安裝資產(chǎn),也可以按需下載資產(chǎn)。你可以在項目的任何階段改變訪問特定資產(chǎn)的位置,而無需重寫任何游戲代碼。

  • Dependency management: The system automatically loads all dependencies of any assets you load, so that all meshes, shaders, animations, and other assets load before the system returns the content to you.

  • 譯:依賴關(guān)系管理:系統(tǒng)會自動加載你加載的任何資產(chǎn)的所有依賴關(guān)系,這樣所有的網(wǎng)格、著色器、動畫和其他資產(chǎn)都會在系統(tǒng)返回內(nèi)容給你之前加載

  • Memory management: The system unloads assets as well as loads them, counting references automatically and providing a robust profiler to help you spot potential memory problems.

  • 譯:內(nèi)存管理:系統(tǒng)卸載資產(chǎn)以及加載它們,自動計數(shù)引用,并提供一個健壯的分析器,以幫助您發(fā)現(xiàn)潛在的內(nèi)存問題。

  • Content packing: Because the system maps and understands complex dependency chains, it package AssetBundles efficiently, even when you move or rename assets. You can prepare assets for both local and remote deployment, to support downloadable content and reduced application size.

  • 譯:內(nèi)容打包:因為系統(tǒng)映射并理解復(fù)雜的依賴關(guān)系鏈,所以即使在移動或重命名資產(chǎn)時,它也能有效地打包AssetBundles。您可以為本地和遠程部署準備資產(chǎn),以支持可下載的內(nèi)容和減小的應(yīng)用程序大小。

For an introduction to the Addressables system see?Simplify your content management with Addressables.

譯:有關(guān)Addressables系統(tǒng)的介紹,請參見使用Addressables簡化內(nèi)容管理。

NOTE

The Addressables system builds upon Unity AssetBundles. If you want to use AssetBundles in your projects without writing your own detailed management code, you should use Addressables.

譯:Addressables系統(tǒng)構(gòu)建在Unity AssetBundles上。如果你想在你的項目中使用AssetBundles而不需要自己編寫詳細的管理代碼,你應(yīng)該使用Addressables。

Adding Addressables to an existing Project

You can adopt Addressables in an existing Unity Project by installing the Addressables package. To do this, you need to assign addresses to your assets and refactor any runtime loading code. See?Upgrading to the Addressables system?for more information.

譯:你可以通過安裝Addressables包在現(xiàn)有的Unity項目中采用Addressables。為此,您需要為資產(chǎn)分配地址并重構(gòu)任何運行時加載代碼。有關(guān)更多信息,請參見升級到Addressables系統(tǒng)。

Although you can integrate Addressables at any stage in a project’s development, Unity recommends that you start using Addressables immediately in new projects to avoid unnecessary code refactoring and content planning changes later in development.

譯:雖然你可以在項目開發(fā)的任何階段集成Addressables,但Unity建議你在新項目中立即開始使用Addressables,以避免在開發(fā)后期進行不必要的代碼重構(gòu)和內(nèi)容計劃更改。


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