diff --git a/Assets/YooAsset/Runtime/ResourceManager/Operation/InstantiateOperation.cs b/Assets/YooAsset/Runtime/ResourceManager/Operation/InstantiateOperation.cs index 93d56f17..330a82b2 100644 --- a/Assets/YooAsset/Runtime/ResourceManager/Operation/InstantiateOperation.cs +++ b/Assets/YooAsset/Runtime/ResourceManager/Operation/InstantiateOperation.cs @@ -22,7 +22,7 @@ namespace YooAsset private readonly bool _actived; private ESteps _steps = ESteps.None; -#if UNITY_2022_3_OR_NEWER +#if UNITY_2023_3_OR_NEWER private AsyncInstantiateOperation _instantiateAsync; #endif @@ -73,7 +73,7 @@ namespace YooAsset return; } -#if UNITY_2022_3_OR_NEWER +#if UNITY_2023_3_OR_NEWER //TODO // BUG环境:Windows平台,Unity2022.3.41f1版本,编辑器模式。 // BUG描述:异步实例化Prefab预制体,有概率丢失Mono脚本里序列化的数组里某个成员! @@ -95,7 +95,7 @@ namespace YooAsset Status = EOperationStatus.Succeed; } -#if UNITY_2022_3_OR_NEWER +#if UNITY_2023_3_OR_NEWER if (_steps == ESteps.CloneAsync) { if (_instantiateAsync == null) @@ -157,7 +157,7 @@ namespace YooAsset /// public void Cancel() { -#if UNITY_2022_3_OR_NEWER +#if UNITY_2023_3_OR_NEWER if (_instantiateAsync != null && _instantiateAsync.isDone == false) _instantiateAsync.Cancel(); #endif @@ -189,10 +189,10 @@ namespace YooAsset } } -#if UNITY_2022_3_OR_NEWER +#if UNITY_2023_3_OR_NEWER /// /// 异步实例化 - /// 注意:Unity2022.3及以上版本生效 + /// 注意:Unity2022.3.20f1及以上版本生效 /// https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Object.InstantiateAsync.html /// internal static AsyncInstantiateOperation InstantiateAsyncInternal(UnityEngine.Object assetObject, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)