diff --git a/Docs/AssetBundleBuilder.md b/Docs/AssetBundleBuilder.md index 4dbfbef..7d47cb4 100644 --- a/Docs/AssetBundleBuilder.md +++ b/Docs/AssetBundleBuilder.md @@ -135,8 +135,8 @@ private static void BuildInternal(BuildTarget buildTarget) buildParameters.BuildPipeline = EBuildPipeline.BuiltinBuildPipeline; buildParameters.BuildMode = EBuildMode.ForceRebuild; buildParameters.BuildPackage = "DefaultPackage"; + buildParameters.HumanReadableVersion = "v1.0"; buildParameters.VerifyBuildingResult = true; - buildParameters.EnableAddressable = true; buildParameters.EncryptionServices = new GameEncryption(); buildParameters.CompressOption = ECompressOption.LZ4; buildParameters.OutputNameStyle = EOutputNameStyle.HashName_Extension; diff --git a/Docs/AssetBundleCollector.md b/Docs/AssetBundleCollector.md index ac9d48b..f8e6f56 100644 --- a/Docs/AssetBundleCollector.md +++ b/Docs/AssetBundleCollector.md @@ -17,6 +17,10 @@ - Enable Addressable 启用可寻址资源定位系统。 + +- Unique Bundle Name + + 资源包名追加PackageName作为前缀。 #### 资源分组 diff --git a/Docs/FAQ.md b/Docs/FAQ.md index ddab281..315b243 100644 --- a/Docs/FAQ.md +++ b/Docs/FAQ.md @@ -21,6 +21,29 @@ YooAsset依赖于ScriptBuildPipeline(SBP),在PackageManager里找到SBP插 把传输类型修改为二进制就可以了。 +#### 问题:ClearCacheWhenDirty参数没了吗? + +不是很必须的一个功能,已经移除了。可以使用以下方法代替: + +````c# +// 参考DEMO的代码 +internal class FsmClearCache : IFsmNode +{ + void IFsmNode.OnEnter() + { + Debug.Log("清理未使用的缓存文件!"); + var operation = YooAsset.YooAssets.ClearUnusedCacheFiles(); + operation.Completed += Operation_Completed; + } + + private void Operation_Completed(YooAsset.AsyncOperationBase obj) + { + Debug.Log("开始游戏!"); + ...... + } +} +```` + #### 问题:YooAsset支持Unity2018吗 YooAsset分俩部分,编辑器代码和运行时代码。因为工具界面是使用UIElements编写的,所以在Unity2019以前的版本是使用不了界面化工具。但是这并没有影响我们使用YooAsset,以下提供一种解决方案。 diff --git a/Docs/Image/AssetCollector-img1.png b/Docs/Image/AssetCollector-img1.png index 4a74a4a..ea12162 100644 Binary files a/Docs/Image/AssetCollector-img1.png and b/Docs/Image/AssetCollector-img1.png differ