EasyLoader
wing
$16.50
$33.00
50%OFF
Date |
Price |
---|---|
日時 |
価格($) |
03/18(2022) |
33.0 |
03/30(2022) |
16.5 |
11/22(2024) |
16.5 |
Jump AssetStore
EasyLoader
Forum
Manual
API Doc
This is a out-of-the-box asset toolset;
* you can use this for load asset from anywhere, like resources/editor/streaming/persistent data path or web url;
* you can hotfix your assets by hotfix manager with auto resource version
Main Features
* Support platform(tested) Android/iOS/Windows/MacOS/WebGL;
* Uniform asset access url and interface;
* Visible asset manager and packer;
* Support without package assetbundle in editor mode;
* Support Editor player assetbundle using, easy to check asset in editor mode;
* Supoort async load;
* Support sync load;
* Support web url load;
* Memory cache support;
* Disk cache support;
* Hotfix manager;
* Redundancy assets checker;
Quick Start
* Step 1: Create asset project
* Step 2: Click asset project then open asset manager, drag asset folder to asset manger window as Package Sets
* Step 3: Set Package Sets' File Mode then get asset packages
* Step 4: Create Mapper file
* Step 5: Initial
// use async mode need add ASYNC_SUPPROT define
await ResourceManager.Instance.InitialAsync();
* Setp 6: Load Sprite by path
var sprite = await ResourceManager.Instance.LoadAssetAsync("test.prefab");
Or alias name with:
var sprite = await RM.LoadSpriteFromAtlasAsync("icons.spriteatlas", "icon_01.png");
Build
* Add USE_BUNDLE macro in "Player Settings/Scripting Define Symbols"
* Need write some code to copy your files from streamingAssetPath to persistentDataPath, or you can set:
ResourceManager.assetFromStreamingAssetPath = true;
Then will load data from streamingAssetPath.
* Build your application.
* When you want async support, please add ASYNC_SUPPROT macro.
Contact me at wingcd@foxmail.com