If you are working on a project with an already established AssetBundles approach, the information here about how AssetBundles affect runtime memory will help you get the best possible results. For an overview of the Addressables system, please refer to this blog post and this session from Unite Copenhagen 2019.ĭevelopers working on new projects should consider using Addressables rather than working with AssetBundles directly. While Addressables minimizes the direct interactions developers have with AssetBundles, it is helpful to understand how the usage of AssetBundles can affect memory usage. It is an abstraction on top of AssetBundles. The Addressables system is a package that provides a more accessible and supported way to manage Assets within your projects. ![]() An AssetBundle is a file that contains one or more serialized assets (Textures, Meshes, AudioClips, Shaders, etc.) and is loadable at runtime.ĪssetBundles can be used directly or through systems like the Unity Addressable Asset System (aka Addressables). Whether your application streams assets from a content delivery network (CDN) or packs them all into one big binary, you’ve probably heard of AssetBundles.
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