AssetBundleMaster_Introduce_EN

  This is a solustion for building and loading AssetBundle, what it did is about to set and build AssetBundle automatically, implemented all the Resources load API 

and even more powerful, it can auto control all the resources of Prefabs and Scenes, and all the assets was semi-auto controlled.

  Supported : Unity5, Unity2017, Unity2018, Unity2019

  The Features : 

  1. Set AssetBundle automatically, no asset duplicated.

  2. Auto asset processing, such as create Sprite Atlas, prevent LightMap being stripped, avoid shader compiled multi times. Provided basical asset processing.

  3. Runtime assets auto control, the Prefab and Scene assets was controlled, only when all instance destroyed or scene unloaded the assets will be unload Automatically.

      Assets will not duplicated in memory.

  4. Runtime assets semi-auto control, all the assets was referenced by weakreference in the mid-level controller, it will not duplicated even user unload asset incorrectly.

  5. Developer friendly, load assets in Editor no need to build or do anything else, only 3 Button click for publish assetbundles, Patch info file between versions can be generated.

  6. Performance, no polling logic, full of ObjectPools.

  7. Overhead, the auto controller cause a little overhead, this mainly comes from AssetBundle serialized file, depending on  your platform.

  

  The AssetBundle auto set obey these rules :

  1. Ensure no asset duplicated in AssetBundles.

  2. If asset that no need to be single AssetBundle, set assetbundle name to be Null, let the engine to build it.

  Now we make it no duplicated assets and the minimal assetbundle count.

  

  It's recommand that don't set assetbundle manually, even if your project has special need for updating or something, in most cases they don't match the characteristic of the engine,

typically the case of built-in shaders.

  Have fun.

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转载自www.cnblogs.com/tiancaiwrk/p/11371973.html
en