Unite Berlin 2018 - New Addressable Asset system for speed and performance

  Рет қаралды 29,659

Unity

Unity

Күн бұрын

Пікірлер: 10
@kuinks
@kuinks 5 жыл бұрын
They've changed the API to load assets by label. In this video (old): Addressables.LoadAssets(hazardName.labelString) += HazardsReady; Use: Addressables.LoadResourceLocationsAsync(hazardName.labelString).Completed += HazardsReady;
@AttitudeGames
@AttitudeGames 6 жыл бұрын
Nice video and all, but what is with the 15fps recording?
@prog112
@prog112 6 жыл бұрын
Jesus, thought my PC was getting fucked.
@ferdowsurasif
@ferdowsurasif 5 жыл бұрын
@@prog112 I refreshed page 3 times and noticed the comment just as I was preparing to restart
@lavimahal8290
@lavimahal8290 6 жыл бұрын
please Upload the LWRP talk given by Andre Mcgrail
@yumaappsgames2762
@yumaappsgames2762 6 жыл бұрын
What is Addressable asset system?
@KevinUchihaOG
@KevinUchihaOG 4 жыл бұрын
Is there a way to get the other labels from a resourcelocation or assetreference? Let's say i have the labels: unit, enemy and ally, and i have a assetreference set with the labels (unit, enemy) and another (unit, ally). Then i load all assets with the label "unit" can i then get the information of the other label so i can sort the assets. So that i might have two lists one for enemies and another for allies and after loading all units i automatically sort them into the correct list by label. Another question, can i get an assetreference without linking it in the inspector? I would like to get a list of all assetreferences with a specified label/labels and put them in a List. I do not want to manually link all my assets in the inspector.
@archiep9162
@archiep9162 5 жыл бұрын
Is there a link to the sample code form this presentation?
@neofox2000
@neofox2000 6 жыл бұрын
Good stuff
@SHOOTINGDNA
@SHOOTINGDNA 5 жыл бұрын
How to setup the hosting ?
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