2022-03-10 10:19:49 +08:00
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# CHANGELOG
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2022-05-04 00:45:21 +08:00
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All notable changes to this package will be documented in this file.
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2023-08-25 20:39:53 +08:00
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## [1.5.4-preview] - 2023-08-25
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优化了资源清单文件构建速度(极大提升构建体验)(感谢yingnierxiao同学)。
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### Fixed
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- (#130) 修复了打包路径无效问题bug
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- (#138) 修复了Unity不支持的格式的原生文件会报warning
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### Added
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- 新增了IBuildinQueryServices 接口。
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### Changed
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- 在开启可寻址模式下,默认支持通过资源路径加载资源对象。
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- 优化了资源收集界面,增加了配置相关的警示提示。
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- 优化了资源报告界面,增加了BundleView界面里的builtin资源的列表显示。
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- IQueryServices接口变更为IBuildinQueryServices接口
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- EOperationStatus增加了正在处理的状态。
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```c#
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public enum EOperationStatus
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{
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None,
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Processing,
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Succeed,
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Failed
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}
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```
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2023-07-28 17:32:44 +08:00
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## [1.5.3-preview] - 2023-07-28
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### Fixed
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- 修复了Unity2020以下版本的编辑器提示找不到"autoLoadAssetBundle"的编译错误。
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### Added
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- 新增了支持开发者分发资源的功能。
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```c#
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public interface IQueryServices
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{
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/// <summary>
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/// 查询应用程序里的内置资源是否存在
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/// </summary>
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bool QueryStreamingAssets(string packageName, string fileName);
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/// <summary>
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/// 查询是否为开发者分发的资源
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/// </summary>
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bool QueryDeliveryFiles(string packageName, string fileName);
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/// <summary>
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/// 获取开发者分发的资源信息
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/// </summary>
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DeliveryFileInfo GetDeliveryFileInfo(string packageName, string fileName);
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}
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```
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### Changed
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- 针对资源清单更新方法传入参数的合法性检测。
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- 编辑器下针对激活的资源清单有效性的检测。
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2023-07-18 14:50:42 +08:00
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## [1.5.2-preview] - 2023-07-18
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重新设计了对WebGL平台的支持,新增加了专属模式:WebPlayMode
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2023-07-12 21:08:22 +08:00
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## [1.5.1] - 2023-07-12
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### Fixed
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- 修复了太空战机DEMO在生成内置文件清单的时候,目录不存在引发的异常。
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- 修复了在销毁Package时,如果存在正在加载的bundle,会导致后续加载该bundle报错的问题。
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### Changed
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- 真机上使用错误方法加载原生文件的时候给予正确的错误提示。
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### Added
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- 新增了HostPlayModeParameters.RemoteServices字段
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```c#
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/// <summary>
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/// 远端资源地址查询服务类
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/// </summary>
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public IRemoteServices RemoteServices = null;
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```
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### Removed
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- 移除了HostPlayModeParameters.DefaultHostServer字段
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- 移除了HostPlayModeParameters.FallbackHostServer字段
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2023-07-05 17:04:35 +08:00
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## [1.5.0] - 2023-07-05
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该版本重构了Persistent类,导致沙盒目录和内置目录的存储结构发生了变化。
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该版本支持按照Package自定义沙盒存储目录和内置存储目录。
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**注意:低版本升级用户,请使用Space Shooter目录下的StreamingAssetsHelper插件覆盖到本地工程!**
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### Changed
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- BuildParameters.OutputRoot重命名为BuildOutputRoot
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- 变更了IQueryServices.QueryStreamingAssets(string packageName, string fileName)方法
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### Added
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- 新增了YooAssets.SetCacheSystemDisableCacheOnWebGL()方法
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```c#
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/// <summary>
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/// 设置缓存系统参数,禁用缓存在WebGL平台
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/// </summary>
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public static void SetCacheSystemDisableCacheOnWebGL()
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```
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- 新增了YooAssets.SetDownloadSystemRedirectLimit()方法
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```c#
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/// <summary>
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/// 设置下载系统参数,网络重定向次数(Unity引擎默认值32)
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/// 注意:不支持设置为负值
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/// </summary>
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public static void SetDownloadSystemRedirectLimit(int redirectLimit)
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```
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- 新增了构建流程可扩展的方法。
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```c#
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public class AssetBundleBuilder
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{
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/// <summary>
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/// 构建资源包
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/// </summary>
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public BuildResult Run(BuildParameters buildParameters, List<IBuildTask> buildPipeline)
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}
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```
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- 新增了BuildParameters.StreamingAssetsRoot字段
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```c#
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public class BuildParameters
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{
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/// <summary>
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/// 内置资源的根目录
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/// </summary>
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public string StreamingAssetsRoot;
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}
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```
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- 新增了InitializeParameters.BuildinRootDirectory字段
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```c#
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/// <summary>
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/// 内置文件的根路径
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/// 注意:当参数为空的时候会使用默认的根目录。
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/// </summary>
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public string BuildinRootDirectory = string.Empty;
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```
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- 新增了InitializeParameters.SandboxRootDirectory字段
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```c#
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/// <summary>
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/// 沙盒文件的根路径
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/// 注意:当参数为空的时候会使用默认的根目录。
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/// </summary>
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public string SandboxRootDirectory = string.Empty;
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```
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- 新增了ResourcePackage.GetPackageBuildinRootDirectory()方法
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```c#
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/// <summary>
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/// 获取包裹的内置文件根路径
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/// </summary>
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public string GetPackageBuildinRootDirectory()
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```
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- 新增了ResourcePackage.GetPackageSandboxRootDirectory()方法
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```c#
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/// <summary>
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/// 获取包裹的沙盒文件根路径
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/// </summary>
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public string GetPackageSandboxRootDirectory()
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```
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- 新增了ResourcePackage.ClearPackageSandbox()方法
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```c#
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/// <summary>
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/// 清空包裹的沙盒目录
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/// </summary>
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public void ClearPackageSandbox()
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```
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### Removed
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- 移除了资源包构建流程任务节点可扩展功能。
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- 移除了YooAssets.SetCacheSystemSandboxPath()方法
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- 移除了YooAssets.GetStreamingAssetBuildinFolderName()方法
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- 移除了YooAssets.GetSandboxRoot()方法
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- 移除了YooAssets.ClearSandbox()方法
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2023-06-27 18:13:27 +08:00
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## [1.4.17] - 2023-06-27
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### Changed
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- 优化了缓存的信息文件写入方式
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- 离线模式支持内置资源解压到沙盒
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- 资源包构建流程任务节点支持可扩展
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```c#
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using YooAsset.Editor
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[TaskAttribute(ETaskPipeline.AllPipeline, 100, "自定义任务节点")]
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public class CustomTask : IBuildTask
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```
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- 资源收集界面增加了LocationToLower选项
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- 资源收集界面增加了IncludeAssetGUID选项
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- IShareAssetPackRule 重命名为 ISharedPackRule
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### Added
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- 新增了ResourcePackage.LoadAllAssetsAsync方法
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```c#
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/// <summary>
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/// 异步加载资源包内所有资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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```
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- 新增了ResourcePackage.GetAssetInfoByGUID()方法
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```c#
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="assetGUID">资源GUID</param>
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public AssetInfo GetAssetInfoByGUID(string assetGUID)
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```
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- 新增了场景加载参数suspendLoad
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```c#
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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```
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- Extension Sample 增加了GameObjectAssetReference示例脚本
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- 新增加了ZeroRedundancySharedPackRule类(零冗余的共享资源打包规则)
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- 新增加了FullRedundancySharedPackRule类(全部冗余的共享资源打包规则)
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### Removed
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- 移除了InitializeParameters.LocationToLower成员字段
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- 移除了LoadSceneAsync方法里的activateOnLoad形参参数
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- 移除了BuildParameters.AutoAnalyzeRedundancy成员字段
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- 移除了DefaultShareAssetPackRule编辑器类
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2023-06-14 19:23:02 +08:00
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## [1.4.16] - 2023-06-14
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### Changed
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- 增加了自动分析冗余资源的开关
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```c#
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/// <summary>
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/// 构建参数
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/// </summary>
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public class BuildParameters
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{
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/// <summary>
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/// 自动分析冗余资源
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/// </summary>
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public bool AutoAnalyzeRedundancy = true;
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}
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```
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- 太空战机DEMO启用了新的内置资源查询机制。
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2023-06-09 11:27:33 +08:00
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## [1.4.15] - 2023-06-09
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### Fixed
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- 修复了安卓平台,解压内置文件到沙盒失败后不再重新尝试的问题。
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- 修复了验证远端下载文件,极小概率失败的问题。
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- 修复了太空战机DEMO在IOS平台流解密失败的问题。
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2023-05-26 18:07:32 +08:00
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## [1.4.14] - 2023-05-26
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|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了收集器对着色器未过滤的问题。
|
|
|
|
|
- 修复了内置着色器Tag特殊情况下未正确传染给依赖资源包的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- Unity2021版本及以上推荐使用可编程构建管线(SBP)
|
|
|
|
|
|
2023-05-12 17:43:13 +08:00
|
|
|
|
## [1.4.13] - 2023-05-12
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 可寻址地址冲突时,打印冲突地址的资源路径。
|
|
|
|
|
- 销毁Package的时候清空该Package的缓存记录。
|
|
|
|
|
|
2023-05-12 17:45:24 +08:00
|
|
|
|
### Added
|
|
|
|
|
|
2023-05-12 17:43:13 +08:00
|
|
|
|
- 新增方法ResoucePackage.ClearAllCacheFilesAsync()
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public class ResoucePackage
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 清理包裹本地所有的缓存文件
|
|
|
|
|
/// </summary>
|
|
|
|
|
public ClearAllCacheFilesOperation ClearAllCacheFilesAsync();
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增方法YooAssets.SetCacheSystemSandboxPath()
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public class YooAssets
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 设置缓存系统参数,沙盒目录的存储路径
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetCacheSystemSandboxPath(string sandboxPath);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
2023-04-22 17:45:25 +08:00
|
|
|
|
## [1.4.12] - 2023-04-22
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 增加了对WEBGL平台加密选项的检测。
|
|
|
|
|
|
|
|
|
|
- 增加了YooAsset/Home Page菜单栏。
|
|
|
|
|
|
|
|
|
|
- 增加了鼠标右键创建配置的菜单。
|
|
|
|
|
|
|
|
|
|
- 增加了YooAssets.DestroyPackage()方法。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
class YooAssets
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 销毁资源包
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="package">资源包对象</param>
|
|
|
|
|
public static void DestroyPackage(string packageName);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- UpdatePackageManifestAsync方法增加了新参数autoSaveVersion
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
class ResourcePackage
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 向网络端请求并更新清单
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="packageVersion">更新的包裹版本</param>
|
|
|
|
|
/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
|
|
|
|
|
/// <param name="timeout">超时时间(默认值:60秒)</param>
|
|
|
|
|
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- BuildParameters类增加了新字段。
|
|
|
|
|
|
|
|
|
|
可以自定义共享资源文件的打包规则。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
class BuildParameters
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 共享资源的打包规则
|
|
|
|
|
/// </summary>
|
|
|
|
|
public IShareAssetPackRule ShareAssetPackRule = null;
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
2023-04-14 16:53:38 +08:00
|
|
|
|
## [1.4.11] - 2023-04-14
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#97)修复了着色器变种收集配置无法保存的问题。
|
|
|
|
|
- (#83)修复了资源收集界面Package列表没有实时刷新的问题。
|
|
|
|
|
- (#48)优化了场景卸载机制,在切换场景的时候不在主动卸载资源。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 增加了扩展属性
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
[assembly: InternalsVisibleTo("YooAsset.EditorExtension")]
|
|
|
|
|
[assembly: InternalsVisibleTo("YooAsset.RuntimeExtension")]
|
|
|
|
|
```
|
|
|
|
|
|
2023-04-08 11:18:36 +08:00
|
|
|
|
## [1.4.10] - 2023-04-08
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了资源文件路径无效导致异常的问题。
|
|
|
|
|
- 修复了原生文件不支持ini格式文件的问题。
|
|
|
|
|
- 修复了通过代码途径导入XML配置的报错问题。
|
|
|
|
|
|
2023-03-29 19:05:04 +08:00
|
|
|
|
## [1.4.9] - 2023-03-29
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了资源配置界面的GroupActiveRule保存无效的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了资源配置导入逻辑,增加了对XML配置文件的合法性检测。
|
|
|
|
|
|
|
|
|
|
- 优化了UniTask的说明文档。
|
|
|
|
|
|
|
|
|
|
- 调整构建的输出目录结构。
|
|
|
|
|
|
|
|
|
|
- 调试窗口增加分屏功能。(Unity2020.3+起效)
|
|
|
|
|
|
|
|
|
|
- 报告窗口增加分屏功能。(Unity2020.3+起效)
|
|
|
|
|
|
|
|
|
|
- 编辑器模拟模式支持了虚拟资源包。
|
|
|
|
|
|
|
|
|
|
- 扩展了Instantiate方法。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public sealed class AssetOperationHandle
|
|
|
|
|
{
|
|
|
|
|
public GameObject InstantiateSync();
|
|
|
|
|
public GameObject InstantiateSync(Transform parent);
|
|
|
|
|
public GameObject InstantiateSync(Transform parent, bool worldPositionStays);
|
|
|
|
|
public GameObject InstantiateSync(Vector3 position, Quaternion rotation);
|
|
|
|
|
public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 优化了报告文件内容,增加了资源包内嵌的资源列表。
|
|
|
|
|
|
|
|
|
|
- 可寻址规则增加了AddressByFilePath类。
|
|
|
|
|
|
|
|
|
|
- 新增了新方法。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 向远端请求并更新清单
|
|
|
|
|
/// </summary>
|
|
|
|
|
public class UpdatePackageManifestOperation : AsyncOperationBase
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 保存当前清单的版本,用于下次启动时自动加载的版本。
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void SavePackageVersion();
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增了初始化参数。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 下载失败尝试次数
|
|
|
|
|
/// 注意:默认值为MaxValue
|
|
|
|
|
/// </summary>
|
|
|
|
|
public int DownloadFailedTryAgain = int.MaxValue;
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增了初始化参数。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 资源加载每帧处理的最大时间片段
|
|
|
|
|
/// 注意:默认值为MaxValue
|
|
|
|
|
/// </summary>
|
|
|
|
|
public long LoadingMaxTimeSlice = long.MaxValue;
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了代码里的Patch敏感字。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
//PatchManifest.cs重命名为PackageManifest.cs
|
|
|
|
|
//AssetsPackage.cs重命名为ResourcePackage.cs
|
|
|
|
|
//YooAssets.CreateAssetsPackage()重命名为YooAssets.CreatePackage()
|
|
|
|
|
//YooAssets.GetAssetsPackage()重命名为YooAssets.GetPackage()
|
|
|
|
|
//YooAssets.TryGetAssetsPackage()重命名为YooAssets.TryGetPackage()
|
|
|
|
|
//YooAssets.HasAssetsPackage()重命名为YooAssets.HasPackage()
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 移除了初始化参数:AssetLoadingMaxNumber
|
|
|
|
|
|
2023-03-10 16:06:54 +08:00
|
|
|
|
## [1.4.8] - 2023-03-10
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了同步加载原生文件,程序卡死的问题。
|
|
|
|
|
- 修复了可编程构建管线,当项目里没有着色器,如果有引用内置着色器会导致打包失败的问题。
|
|
|
|
|
- 修复了在Unity2021.3版本下着色器收集界面错乱的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了打包逻辑,提高构建速度。
|
|
|
|
|
|
|
|
|
|
- 支持自定义日志处理,方便收集线上问题。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public class YooAssets
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 初始化资源系统
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="logger">自定义日志处理</param>
|
|
|
|
|
public static void Initialize(ILogger logger = null)
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
2023-03-03 17:28:51 +08:00
|
|
|
|
## [1.4.7] - 2023-03-03
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了在运行时资源引用链无效的问题。
|
|
|
|
|
- 修复了在构建过程中发生异常后进度条未消失的问题。
|
|
|
|
|
- 修复了使用SBP构建管线,如果有原生文件会导致打包失败的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 支持自定义下载请求
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 设置下载系统参数,自定义下载请求
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetDownloadSystemUnityWebRequest(DownloadRequestDelegate requestDelegate)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 优化了打包时资源包引用关系计算的逻辑。
|
|
|
|
|
|
|
|
|
|
- 优化了缓存系统初始化逻辑,支持分帧获取所有缓存文件。
|
|
|
|
|
|
|
|
|
|
- 优化了缓存系统的存储目录结构,提高了文件夹查询速度。
|
|
|
|
|
|
|
|
|
|
- 优化了在资源收集界面,点击查看Collector主资源列表卡顿问题。
|
|
|
|
|
|
|
|
|
|
- 优化了资源对象加载耗时统计的逻辑,现在更加准确了。
|
|
|
|
|
|
|
|
|
|
- 优化了资源加载器查询逻辑。
|
|
|
|
|
|
|
|
|
|
- 优化了资源下载系统,下载文件的验证支持了多线程。
|
|
|
|
|
|
|
|
|
|
- 着色器变种收集界面增加单次照射数量的控制。
|
|
|
|
|
|
2023-02-22 18:56:54 +08:00
|
|
|
|
## [1.4.6-preview] - 2023-02-22
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- EVerifyLevel新增Middle级别。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public enum EVerifyLevel
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 验证文件存在
|
|
|
|
|
/// </summary>
|
|
|
|
|
Low,
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 验证文件大小
|
|
|
|
|
/// </summary>
|
|
|
|
|
Middle,
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 验证文件大小和CRC
|
|
|
|
|
/// </summary>
|
|
|
|
|
High,
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 补丁清单的资源包列表新增引用链。
|
|
|
|
|
|
|
|
|
|
(解决复杂依赖关系下,错误卸载资源包的问题)
|
|
|
|
|
|
|
|
|
|
- 缓存系统支持后缀格式存储。
|
|
|
|
|
|
|
|
|
|
(解决原生文件没有后缀格式的问题)
|
|
|
|
|
|
|
|
|
|
- 收集界面增加用户自定义数据栏。
|
|
|
|
|
|
2023-02-17 19:15:34 +08:00
|
|
|
|
## [1.4.5-preview] - 2023-02-17
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#67)修复了报告查看界面在Unity2021.3上的兼容性问题。
|
|
|
|
|
- (#66)修复了在Unity2021.3上编辑器模拟模式运行报错的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 接口变更:IPackRule
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 资源打包规则接口
|
|
|
|
|
/// </summary>
|
|
|
|
|
public interface IPackRule
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取打包规则结果
|
|
|
|
|
/// </summary>
|
|
|
|
|
PackRuleResult GetPackRuleResult(PackRuleData data);
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 是否为原生文件打包规则
|
|
|
|
|
/// </summary>
|
|
|
|
|
bool IsRawFilePackRule();
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
2023-02-14 11:49:35 +08:00
|
|
|
|
## [1.4.4-preview] - 2023-02-14
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#65)修复了AssetBundle构建宏逻辑错误。
|
|
|
|
|
- 修复了AssetBundle加载宏逻辑错误。
|
|
|
|
|
|
2023-02-10 17:41:48 +08:00
|
|
|
|
## [1.4.3-preview] - 2023-02-10
|
|
|
|
|
|
|
|
|
|
全新的缓存系统!
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了WebGL平台本地文件验证报错。
|
|
|
|
|
- 修复了WEBGL平台加载原生文件失败的问题。
|
|
|
|
|
- 修复了通过Handle句柄查询资源包下载进度为零的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 着色器变种收集增加分批次处理功能。
|
|
|
|
|
- Unity2021版本开始不再支持内置构建管线。
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 太空战机DEMO移除了BetterStreamingAssets插件。
|
|
|
|
|
|
2023-01-03 10:06:51 +08:00
|
|
|
|
## [1.4.2-preview] - 2023-01-03
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了清单解析异步操作的进度条变化错误。
|
|
|
|
|
- 修复了更新资源清单错误计算超时时间的问题。
|
|
|
|
|
|
2022-12-26 01:21:07 +08:00
|
|
|
|
## [1.4.1-preview] - 2022-12-26
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了开启UniqueBundleName选项后,SBP构建报错的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了AssetsPackage.PreDownloadPackageAsync()方法
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 预下载指定版本的包裹资源
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="packageVersion">下载的包裹版本</param>
|
|
|
|
|
/// <param name="timeout">超时时间(默认值:60秒)</param>
|
|
|
|
|
public PreDownloadPackageOperation PreDownloadPackageAsync(string packageVersion, int timeout = 60)
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增了OperationHandleBase.GetDownloadReport()方法
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取下载报告
|
|
|
|
|
/// </summary>
|
|
|
|
|
public DownloadReport GetDownloadReport();
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了资源清单更新流程,支持缓存下载的清单。
|
|
|
|
|
- 优化了清单文件的解析流程,支持分帧解析避免卡顿。
|
|
|
|
|
- 优化了缓存文件的验证流程,支持分帧处理。
|
|
|
|
|
- 初始化的时候支持覆盖安装检测,然后清理所有的缓存清单文件。
|
|
|
|
|
- ClearPackageUnusedCacheFilesAsync重名为ClearUnusedCacheFilesAsync
|
|
|
|
|
|
2022-12-04 20:27:27 +08:00
|
|
|
|
## [1.4.0-preview] - 2022-12-04
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#46)修复了资源包初始化失败之后,再次初始化发生异常的问题。
|
|
|
|
|
- 修复了在初始化失败的之后,销毁YooAssets会报异常的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了资源收集界面,可以选择显示中文别名。
|
|
|
|
|
- **优化了补丁清单序列化方式,由文本数据修改为二进制数据。**
|
|
|
|
|
- 资源操作句柄增加using支持。
|
|
|
|
|
|
2022-11-26 18:17:22 +08:00
|
|
|
|
## [1.3.7] - 2022-11-26
|
2022-11-26 18:11:34 +08:00
|
|
|
|
|
|
|
|
|
全新的太空战机Demo !
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#45)修复了package列表更新触发的异常。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了YooAssets.Destroy()资源系统销毁方法。
|
|
|
|
|
|
|
|
|
|
```C#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 销毁资源系统
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void Destroy();
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了资源收集规则,原生文件打包名称现在已经包含文件后缀名。
|
|
|
|
|
- 优化了资源收集规则,非原生文件收集器自动移除Unity无法识别的文件。
|
|
|
|
|
- 优化了调试信息窗口,列表元素的加载状态显示为文本。
|
|
|
|
|
|
2022-11-19 18:34:43 +08:00
|
|
|
|
## [1.3.5] - 2022-11-19
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了同步接口加载加密文件失败的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了方法AssetsPackage.ClearPackageUnusedCacheFilesAsync()
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 清理本地包裹未使用的缓存文件
|
|
|
|
|
/// </summary>
|
|
|
|
|
public ClearPackageUnusedCacheFilesOperation ClearPackageUnusedCacheFilesAsync()
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增了方法AssetsPackage.LoadRawFileAsync()
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 异步加载原生文件
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="location">资源的定位地址</param>
|
|
|
|
|
public RawFileOperationHandle LoadRawFileAsync(string location)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增了方法AssetsPackage.LoadRawFileSync()
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 同步加载原生文件
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="location">资源的定位地址</param>
|
|
|
|
|
public RawFileOperationHandle LoadRawFileSync(string location)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 重命名AssetsPackage.UpdateStaticVersionAsync()为AssetsPackage.UpdatePackageVersionAsync();
|
|
|
|
|
- 重命名AssetsPackage.UpdateManifestAsync()为AssetsPackage.UpdatePackageManifestAsync();
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了方法YooAssets.ClearUnusedCacheFiles()
|
|
|
|
|
- 移除了方法AssetsPackage.GetRawFileAsync()
|
|
|
|
|
|
2022-11-04 13:38:26 +08:00
|
|
|
|
## [1.3.4] - 2022-11-04
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#29)修复了EditorHelper中根据guid找uxml有时候会出错的问题。
|
|
|
|
|
- (#37)修复了在修改GroupName和GroupDesc时,左侧Group栏显示没刷新的问题。
|
|
|
|
|
- (#38)修复了工程里没有shader的话,SBP构建会报异常的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了AssetsPackage.CheckPackageContentsAsync()方法
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 检查本地包裹内容的完整性
|
|
|
|
|
/// </summary>
|
|
|
|
|
public CheckPackageContentsOperation CheckPackageContentsAsync()
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了HostPlayMode的初始化逻辑,优先读取沙盒内的清单,如果不存在则读取内置清单。
|
|
|
|
|
|
|
|
|
|
- 重写了文件的加密和解密逻辑。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public interface IDecryptionServices
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 文件偏移解密方法
|
|
|
|
|
/// </summary>
|
|
|
|
|
ulong LoadFromFileOffset(DecryptFileInfo fileInfo);
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 文件内存解密方法
|
|
|
|
|
/// </summary>
|
|
|
|
|
byte[] LoadFromMemory(DecryptFileInfo fileInfo);
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 文件流解密方法
|
|
|
|
|
/// </summary>
|
|
|
|
|
System.IO.FileStream LoadFromStream(DecryptFileInfo fileInfo);
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 文件流解密的托管缓存大小
|
|
|
|
|
/// </summary>
|
|
|
|
|
uint GetManagedReadBufferSize();
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- AssetBundleBuilder界面增加了构建版本选项。
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了AssetsPackage.WeaklyUpdateManifestAsync()方法。
|
|
|
|
|
|
2022-10-27 19:01:07 +08:00
|
|
|
|
## [1.3.3] - 2022-10-27
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了资源回收方法无效的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了PackageVersion构建参数。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
public class BuildParameters
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 构建的包裹版本
|
|
|
|
|
/// </summary>
|
|
|
|
|
public string PackageVersion;
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- AssetBundleDebugger窗口增加了包裹名称显示列。
|
|
|
|
|
- AssetBundleDebugger窗口增加资源对象的加载耗时统计和显示。
|
|
|
|
|
- AssetBundleDebugger窗口增加帧调试数据导出功能。
|
|
|
|
|
- AssetBundleBuilder构建流程增加输出目录文件路径过长的检测。
|
|
|
|
|
- 下载器返回的错误提示增加HTTP Response Code。
|
|
|
|
|
- UpdateStaticVersionOperation.PackageCRC重名为UpdateStaticVersionOperation.PackageVersion。
|
|
|
|
|
- AssetPackage.GetHumanReadableVersion()重名为AssetPackage.GetPackageVersion()
|
|
|
|
|
|
2022-10-22 10:03:41 +08:00
|
|
|
|
## [1.3.2] - 2022-10-22
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了AssetBundleCollector界面点击修复按钮界面没有刷新的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了自定义证书认证方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
public static class YooAssets
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 设置下载系统参数,自定义的证书认证实例
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetDownloadSystemCertificateHandler(UnityEngine.Networking.CertificateHandler instance)
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增了下载失败后清理文件的方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
public static class YooAssets
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 设置下载系统参数,下载失败后清理文件的HTTP错误码
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetDownloadSystemClearFileResponseCode(List<long> codes)
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增了检查资源定位地址是否有效的方法。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public class AssetsPackage
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 检查资源定位地址是否有效
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="location">资源的定位地址</param>
|
|
|
|
|
public bool CheckLocationValid(string location)
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了ILocationServices接口类和初始化字段。
|
|
|
|
|
- 移除了AssetPackage.GetAssetPath(string location)方法。
|
|
|
|
|
- 移除了BuildParameters.EnableAddressable字段。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- AssetBundleCollector配置增加了UniqueBundleName设置,用于解决不同包裹之间Bundle名称冲突的问题。
|
|
|
|
|
|
2022-10-18 15:22:55 +08:00
|
|
|
|
## [1.3.1] - 2022-10-18
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了原生文件每次获取都重复拷贝的问题。
|
|
|
|
|
- 修复了断点续传下载字节数统计不准确的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 所有下载相关方法增加超时判断参数。
|
|
|
|
|
|
|
|
|
|
- 新增首包资源文件拷贝选项。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public class BuildParameters
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 拷贝内置资源选项
|
|
|
|
|
/// </summary>
|
|
|
|
|
public ECopyBuildinFileOption CopyBuildinFileOption = ECopyBuildinFileOption.None;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 拷贝内置资源的标签
|
|
|
|
|
/// </summary>
|
|
|
|
|
public string CopyBuildinFileTags = string.Empty;
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增资源包初始化查询字段。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public class AssetsPackage
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 初始化状态
|
|
|
|
|
/// </summary>
|
|
|
|
|
public EOperationStatus InitializeStatus
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 增加获取人类可读的版本信息。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
public class AssetsPackage
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取人类可读的版本信息
|
|
|
|
|
/// </summary>
|
|
|
|
|
public string GetHumanReadableVersion()
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增资源缓存清理方法。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
public static class YooAssets
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 清理未使用的缓存文件
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static ClearUnusedCacheFilesOperation ClearUnusedCacheFiles()
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 异步操作类新增繁忙查询方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
public abstract class GameAsyncOperation
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 异步操作系统是否繁忙
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected bool IsBusy()
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了AssetsPackage.IsInitialized()方法。
|
|
|
|
|
- 移除了YooAssets.ClearAllCacheFiles()方法。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- YooAssetsPackage类重名为AssetsPackage
|
|
|
|
|
|
2022-10-08 14:56:00 +08:00
|
|
|
|
## [1.3.0-preview] - 2022-10-08
|
|
|
|
|
|
|
|
|
|
该预览版本提供了分布式构建的功能,用于解决分工程或分内容构建的问题。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增方法设置异步系统的每帧允许运行的最大时间切片。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 设置异步系统的每帧允许运行的最大时间切片(单位:毫秒)
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetOperationSystemMaxTimeSlice(long milliseconds)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增方法设置缓存系统的已经缓存文件的校验等级。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 设置缓存系统的已经缓存文件的校验等级
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetCacheSystemCachedFileVerifyLevel(EVerifyLevel verifyLevel)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增方法设置下载系统的断点续传功能的文件大小。
|
|
|
|
|
|
|
|
|
|
````C#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 启用下载系统的断点续传功能的文件大小
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static void SetDownloadSystemBreakpointResumeFileSize(int fileBytes)
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了资源版本号相关概念的代码。
|
|
|
|
|
- 移除了TaskCopyBuildinFiles节点在构建流程里。
|
|
|
|
|
- 移除了YooAssets.ClearUnusedCacheFiles()方法。
|
|
|
|
|
- 移除了初始化参数 InitializeParameters.ClearCacheOnDirty
|
|
|
|
|
- 移除了初始化参数 InitializeParameters.OperationSystemMaxTimeSlice
|
|
|
|
|
- 移除了初始化参数 InitializeParameters.BreakpointResumeFileSize
|
|
|
|
|
- 移除了初始化参数 InitializeParameters.VerifyLevel
|
|
|
|
|
|
2022-09-22 15:07:39 +08:00
|
|
|
|
## [1.2.4] - 2022-09-22
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了加密文件下载验证失败的问题。
|
|
|
|
|
- 修复了可编程构建管线下模拟构建模式报错的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 可编程构建管线强制使用增量构建模式。
|
|
|
|
|
- 移除了对Gizmos资源的打包限制。
|
|
|
|
|
- AssetBundleCollector窗口增加配置表修复功能。
|
|
|
|
|
|
2022-09-09 16:29:55 +08:00
|
|
|
|
## [1.2.3] - 2022-09-09
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了资源收集器无法识别.bank音频文件格式。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- **HostPlayMode正式支持WebGL平台。**
|
|
|
|
|
- AssetBundleCollector里的着色器收集选项已经移除,现在必定收集。
|
|
|
|
|
- AssetBundleCollector修改了默认的打包规则类。
|
|
|
|
|
- AssetBundleBuilder现在构建结果增加补丁包目录。
|
|
|
|
|
- 更新了UniTask的Sample。
|
|
|
|
|
- 优化了缓存系统的代码结构。
|
|
|
|
|
- 使用了新的断点续传下载器。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 增加清理缓存资源的异步操作类。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 清空未被使用的缓存文件
|
|
|
|
|
/// </summary>
|
|
|
|
|
public static ClearUnusedCacheFilesOperation ClearUnusedCacheFiles();
|
|
|
|
|
````
|
|
|
|
|
|
2022-07-31 23:27:01 +08:00
|
|
|
|
## [1.2.2] - 2022-07-31
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了加载多个相同的子场景而无法全部卸载的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- ShaderVariantCollecor支持在CI上调用运行。
|
|
|
|
|
|
|
|
|
|
- 资源补丁清单增加文件版本校验功能。
|
|
|
|
|
|
|
|
|
|
- AssetBundleBuilder现在构建结果可以查询构建失败信息。
|
|
|
|
|
|
|
|
|
|
- AssetBundleBuilder现在资源包文件名称样式提供选择功能。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
class BuildParameters
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 补丁文件名称的样式
|
|
|
|
|
/// </summary>
|
|
|
|
|
public EOutputNameStyle OutputNameStyle;
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 增加获取资源信息新方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取资源信息
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="location">资源的定位地址</param>
|
|
|
|
|
public static AssetInfo GetAssetInfo(string location);
|
|
|
|
|
````
|
|
|
|
|
|
2022-07-23 15:55:45 +08:00
|
|
|
|
## [1.2.1] - 2022-07-23
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- (#25)修复了资源文件不存在返回的handle无法完成的问题。
|
|
|
|
|
- (#26)修复多个场景打进一个AB包时,卸载子场景时抛出异常。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 构建报告里增加主资源总数的统计。
|
|
|
|
|
- 资源构建系统里修改了内置构建管线的构建结果验证逻辑,移除了对中文路径的检测。
|
|
|
|
|
- 资源构建系统里移除了对增量更新初次无法构建的限制。
|
|
|
|
|
- 优化了缓存验证逻辑,不期望删除断点续传的资源文件。
|
|
|
|
|
- 资源构建系统里SBP构建参数增加了缓存服务器的地址和端口。
|
|
|
|
|
|
2022-07-18 12:17:21 +08:00
|
|
|
|
## [1.2.0] - 2022-07-18
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了ShaderVariantCollection刷新不及时问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 资源收集忽略了Gizmos资源文件。
|
|
|
|
|
- 解密服务接口增加解密文件信息参数。
|
|
|
|
|
- 资源收集窗体增加配置保存按钮。
|
|
|
|
|
- 资源构建窗体增加配置保存按钮。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 资源构建模块增加了可编程构建管线(SBP)的支持,开发者可以在内置构建管线和可编程构建管线之间自由选择,零修改成本。
|
|
|
|
|
|
2022-07-07 10:13:39 +08:00
|
|
|
|
## [1.1.1] - 2022-07-07
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了AssetBundleDebugger窗口,View下拉页签切换无效的问题。
|
|
|
|
|
- 修复了在Unity2020.3版本下UniTask在真机上的一个IL2CPP相关的错误。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 优化了AssetBundleDebugger窗口,增加了帧数显示以及回放功能。
|
|
|
|
|
- 优化了AssetBundleBuilder的代码结构。
|
|
|
|
|
- 增强了YooAssets.GetRawFileAsync()方法的容错。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增了OperationHandleBase.GetAssetInfo()方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取资源信息
|
|
|
|
|
/// </summary>
|
|
|
|
|
public AssetInfo GetAssetInfo();
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增了AssetOperationHandle.GetAssetObjet<TAsset>()方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取资源对象
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <typeparam name="TAsset">资源类型</typeparam>
|
|
|
|
|
public TAsset GetAssetObjet<TAsset>();
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增了弱联网情况下加载补丁清单方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 弱联网情况下加载补丁清单
|
|
|
|
|
/// 注意:当指定版本内容验证失败后会返回失败。
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="resourceVersion">指定的资源版本</param>
|
|
|
|
|
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion);
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 离线运行模式(OfflinePlayMode)下移除了资内置资源解压相关逻辑。
|
|
|
|
|
- 移除了初始化参数:AutoReleaseGameObjectHandle及相关代码逻辑。
|
|
|
|
|
|
2022-06-23 21:48:09 +08:00
|
|
|
|
## [1.1.0] - 2022-06-23
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了AssetBundleCollector窗口,在切换EnableAddressable时未及时刷新界面的问题。
|
|
|
|
|
- 修复了AssetBundleCollector窗口,资源过滤器CollectSprite无效的问题。
|
|
|
|
|
- 修复了AssetBundleCollector窗口,无法正常预览StaticAssetCollector的资源列表的问题。
|
|
|
|
|
- 修复了在离线模式下原生文件每次都从包内加载的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 变更了共享资源打包机制。
|
|
|
|
|
- AssetBundleCollector窗口增加了分组禁用功能。
|
|
|
|
|
- AssetBundleDebugger窗口增加了真机远程调试功能。
|
|
|
|
|
- AssetBundleBuilder窗口在构建成功后自动显示构建文件夹。
|
|
|
|
|
- DownloaderOperation.OnDownloadFileFailedCallback委托变更为OnDownloadErrorCallback委托。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增UpdateManifestOperation.FoundNewManifest字段。
|
|
|
|
|
- 新增DownloaderOperation.OnStartDownloadFileCallback委托。
|
|
|
|
|
- 新增AssetInfo.Address字段。
|
|
|
|
|
- 新增YooAssets.IsInitialized字段。
|
|
|
|
|
- 新增YooAssets初始化参数。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 下载文件校验等级
|
|
|
|
|
/// </summary>
|
|
|
|
|
public EVerifyLevel VerifyLevel = EVerifyLevel.High;
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增YooAssets获取资源完成路径的方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 获取资源路径
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="location">资源的定位地址</param>
|
|
|
|
|
/// <returns>如果location地址无效,则返回空字符串</returns>
|
|
|
|
|
public static string GetAssetPath(string location);
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增YooAssets初始化参数。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 自动释放游戏对象所属资源句柄
|
|
|
|
|
/// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool AutoReleaseGameObjectHandle = false;
|
|
|
|
|
```
|
|
|
|
|
|
2022-05-22 15:14:27 +08:00
|
|
|
|
## [1.0.10] - 2022-05-22
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了资源收集配置存在多个的时候,导致后续无法打开窗口的问题。
|
|
|
|
|
- 修复了在编辑器模拟模式下加载精灵图片失败的问题。
|
|
|
|
|
- 修复了在Unity2019版本无法识别配置文件的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 资源构建增加内置资源文件(首包资源文件)拷贝的选项。
|
|
|
|
|
- 补丁下载器增加暂停方法和恢复方法。
|
|
|
|
|
- 在资源收集界面,对Collector的增加和删除支持撤销和恢复操作。
|
|
|
|
|
|
2022-05-14 12:47:16 +08:00
|
|
|
|
## [1.0.9] - 2022-05-14
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了YooAssets.GetAssetInfos(string Tag)方法返回了无关的资源信息的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 编辑器下的模拟运行模式,不再依赖配置里的构建版本。
|
|
|
|
|
- 更新资源清单结构,资源对象类增加分类标签。
|
|
|
|
|
- 优化了资源工具相关配置文件的加载方式和途径,这些配置文件可以放置在任何目录下。
|
|
|
|
|
- 优化了Location无效后的错误报告方式。
|
|
|
|
|
- 优化了资源包的构建参数,现在始终开启DisableLoadAssetByFileName,帮助减小运行时的内存。
|
|
|
|
|
- YooAssets.ProcessOperation()重命名为YooAssets.StartOperation()
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 新增YooAssets.IsNeedDownloadFromRemote()方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
public static bool IsNeedDownloadFromRemote(string location);
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增获取所有子资源对象的方法。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
class SubAssetsOperationHandle
|
|
|
|
|
{
|
|
|
|
|
public TObject[] GetSubAssetObjects<TObject>();
|
|
|
|
|
}
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- YooAssets.GetBundleInfo()方法已经移除。
|
|
|
|
|
|
2022-05-08 22:18:33 +08:00
|
|
|
|
## [1.0.8] - 2022-05-08
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了资源收集器导出配置文件时没有导出公共设置。
|
|
|
|
|
- 修复了不兼容Unity2018版本的错误。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- AssetBundleGrouper窗口变更为AssetBundleCollector窗口。
|
|
|
|
|
- **优化了编辑器下模拟运行的初始化速度**。
|
|
|
|
|
- **优化了资源收集窗口打开时卡顿的问题**。
|
|
|
|
|
- 资源收集XML配表支持版本兼容。
|
|
|
|
|
- 资源报告查看窗口支持预览AssetBundle文件内容的功能。
|
|
|
|
|
- 完善了对UniTask的支持。
|
|
|
|
|
- YooAssets所有接口支持初始化容错检测。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 异步操作类增加进度查询字段。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
class AsyncOperationBase
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 处理进度
|
|
|
|
|
/// </summary>
|
|
|
|
|
public float Progress { get; protected set; }
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 增加开启异步操作的方法。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 开启一个异步操作
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="operation">异步操作对象</param>
|
|
|
|
|
public static void ProcessOperaiton(GameAsyncOperation operation)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
- 新增编辑器下模拟模式的初始化参数。
|
|
|
|
|
|
|
|
|
|
````c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 用于模拟运行的资源清单路径
|
|
|
|
|
/// 注意:如果路径为空,会自动重新构建补丁清单。
|
|
|
|
|
/// </summary>
|
|
|
|
|
public string SimulatePatchManifestPath;
|
|
|
|
|
````
|
|
|
|
|
|
|
|
|
|
- 新增通用的初始化参数。
|
|
|
|
|
|
|
|
|
|
```c#
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 资源定位地址大小写不敏感
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool LocationToLower = false;
|
|
|
|
|
```
|
|
|
|
|
|
2022-05-04 00:45:21 +08:00
|
|
|
|
## [1.0.7] - 2022-05-04
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了异步操作系统的Task再次等待无效的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- YooAssets.LoadRawFileAsync()方法重新命名为YooAssets.GetRawFileAsync()
|
|
|
|
|
- YooAssetSetting文件夹支持了全路径搜索定位。
|
|
|
|
|
- 优化了打包的核心逻辑,对依赖资源进行自动划分,以及支持设置依赖资源收集器。
|
|
|
|
|
- 初始化的时候,删除验证失败的资源文件。
|
|
|
|
|
- 构建报告浏览窗口支持排序功能。
|
|
|
|
|
- 着色器变种收集工具支持了配置缓存。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 支持可寻址资源定位系统,包括编辑器和运行时环境。
|
|
|
|
|
- 增加快速构建模式,用于EditorPlayMode完美模拟线上环境。
|
|
|
|
|
- 增加了Window Dock功能,已打开的界面会自动停靠在一个窗体下。
|
|
|
|
|
- 增加一个新的打包规则:PackTopDirectory。
|
|
|
|
|
- 增加获取资源信息的方法。
|
|
|
|
|
```c#
|
|
|
|
|
public static AssetInfo[] GetAssetInfos(string tag)
|
|
|
|
|
```
|
|
|
|
|
- 增加补丁下载器下载全部资源的方法。
|
|
|
|
|
```c#
|
|
|
|
|
public static PatchDownloaderOperation CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain)
|
|
|
|
|
```
|
|
|
|
|
- 增加指定资源版本的资源更新下载方法。
|
|
|
|
|
```c#
|
|
|
|
|
public static UpdatePackageOperation UpdatePackageAsync(int resourceVersion, int timeout = 60)
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### Removed
|
|
|
|
|
|
|
|
|
|
- 移除了自动释放资源的初始化参数。
|
2022-03-10 10:19:49 +08:00
|
|
|
|
|
2022-04-26 21:24:12 +08:00
|
|
|
|
## [1.0.6] - 2022-04-26
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复工具界面显示异常在Unity2021版本下。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 操作句柄支持错误信息查询。
|
|
|
|
|
- 支持UniTask异步操作库。
|
|
|
|
|
- 优化类型搜索方式,改为全域搜索类型。
|
|
|
|
|
- AssetBundleGrouper窗口添加和移除Grouper支持操作回退。
|
|
|
|
|
|
2022-04-22 18:16:31 +08:00
|
|
|
|
## [1.0.5] - 2022-04-22
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了非主动收集的着色器没有打进统一的着色器资源包的问题。
|
|
|
|
|
- 修复了单个收集的资源对象没有设置依赖资源列表的问题。
|
|
|
|
|
- 修复Task异步加载一直等待的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 资源打包的过滤文件列表增加cginc格式。
|
|
|
|
|
- 增加编辑器扩展的支持,第三方实现YooAsset插件。
|
|
|
|
|
- 优化原生文件加载逻辑,支持离线运行模式和编辑器运行模式。
|
|
|
|
|
- 优化场景卸载逻辑,在加载新的主场景的时候自动卸载已经加载的所有场景。
|
|
|
|
|
- 支持演练构建模式,在不生成资源包的情况下快速构建查看结果。
|
|
|
|
|
- 新增调试信息,出生场景和出生时间。
|
|
|
|
|
|
2022-04-18 15:51:40 +08:00
|
|
|
|
## [1.0.4] - 2022-04-18
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复资源清单附加版本之后引发的一个流程错误。
|
|
|
|
|
- 修复原生文件拷贝目录不存导致的加载失败。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 在编辑器下检测资源路径是否合法并警告。
|
|
|
|
|
- 完善原生文件异步加载接口。
|
|
|
|
|
|
2022-04-14 14:44:44 +08:00
|
|
|
|
## [1.0.3] - 2022-04-14
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复了AssetBundleDebugger窗口的BundleView视口下,Using列表显示不完整的问题。
|
|
|
|
|
- 修复了AssetBundleDebugger窗口的BundleView视口下,Bundle列表内元素重复的问题。
|
|
|
|
|
- 修复了特殊情况下依赖的资源包列表里包含主资源包的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
|
|
|
|
- 实例化GameObject的时候,如果没有传递坐标和角度则使用默认值。
|
|
|
|
|
- 优化了资源分组配置保存策略,修改为窗口关闭时保存。
|
|
|
|
|
- 简化了资源版本概念,降低学习成本,统一了CDN上的目录结构。
|
|
|
|
|
- 资源定位接口扩展,方便开发可寻址资产定位功能。
|
|
|
|
|
|
|
|
|
|
### Added
|
|
|
|
|
|
|
|
|
|
- 离线运行模式支持WEBGL平台。
|
|
|
|
|
- 保留构建窗口界面的配置数据。
|
|
|
|
|
|
2022-04-07 19:26:19 +08:00
|
|
|
|
## [1.0.2] - 2022-04-07
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复在资源加载完成回调内释放自身资源句柄时的异常报错。
|
|
|
|
|
- 修复了资源分组在特殊情况下打包报错的问题。
|
|
|
|
|
|
|
|
|
|
### Changed
|
|
|
|
|
|
2022-04-14 14:44:44 +08:00
|
|
|
|
- StreamingAssets目录下增加了用于存放打包资源的总文件夹。
|
2022-04-07 19:26:19 +08:00
|
|
|
|
|
2022-04-07 10:28:59 +08:00
|
|
|
|
## [1.0.1] - 2022-04-07
|
|
|
|
|
|
|
|
|
|
### Fixed
|
|
|
|
|
|
|
|
|
|
- 修复Assets目录下存在多个YooAsset同名文件夹时,工具窗口无法显示的问题。
|
|
|
|
|
- 修复通过Packages导入YooAsset,工具窗口无法显示的问题。
|
|
|
|
|
|
|
|
|
|
## [1.0.0] - 2022-04-05
|
2022-04-05 15:47:56 +08:00
|
|
|
|
*Compatible with Unity 2019.4*
|
2022-04-07 10:28:59 +08:00
|
|
|
|
|