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『EPIC ENVIRONMENTS MEGA BUNDLE: UNREAL ENGINE & UNITY BUNDLE FOR FANTASY WORLDS』 ⏰️ 6月18日(火) 3時まで
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Made to handle and display numerous screens while minimizing overhead and memory consumption for smoother UI management.Backwards compatibility with unity 2022, 2021, 2020, 2019 and 2018.Optimized UI Components - Canvas is a powerful asset designed to streamline UI lifecycle management in Unity projects. By leveraging Addressables, this asset enables seamless opening and closing transitions while optimizing performance and memory usage, even in complex scenes.Key Features:Addressable Integration: Utilizes Addressables to enhance UI lifecycle management, facilitating dynamic loading and unloading of screens at runtime.Performance Optimization: By dynamically loading screens at runtime and unloading them when not needed, this asset optimizes performance and memory usage, particularly beneficial for complex screens and scenes.Garbage Collector Management: Effectively manages memory resources by loading and unloading screens into separate scenes when not needed, thereby efficiently utilizing the garbage collector.Modularity and Management: Screens are categorized into single and additive types, enhancing modularity and ease of management within the Unity environment.Allows for dependency injection, ensuring screens activate only when all dependencies have been loaded.Enables addition of initial screens to be loaded at the beginning of the game and unloaded at the end, enhancing overall gameplay experience.Sample Scenes:Single Additive Sample: Demonstrates runtime instantiation of screens with optimized efficiency, categorizing screens into single and additive types.Dependency Waiter Samples: Explores the incorporation of dependencies to screens, activating them only when all dependencies are fulfilled.Multiple Screens Sample: Delves into runtime instantiation of screens, emphasizing their inaccessibility for reopening until released.Initial Screens Sample: Utilizes the InitialScreens field to automatically open specified screens at the beginning of the game, enhancing overall gameplay experience.Efficient management of UI screens to minimize overhead and memory consumption.Utilizes Addressables for streamlined UI lifecycle management.Supports dynamic loading and unloading of screens at runtime.Optimizes performance and memory usage, even in complex scenes or screens.Enhances garbage collector efficiency by loading/unloading screens into separate scenes.Screens categorized into single and additive types for modularity and management.Allows for dependency injection, ensuring screens activate only when all dependencies have been loaded.Enables addition of initial screens to be loaded at the beginning of the game and unloaded at the end, enhancing overall gameplay experience.
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