In Unity WebGL, the Cache API lets you store the asset data cached in .data
files and AssetBundles within the browser cache. Storage limits for the browser cache such as maximum file size, maximum overall cache size, and eviction criteria are dependent on the browser and platform that you’re using. For more information, see Browser storage limits and eviction criteria.
기본적으로 WebGL 캐시는 에셋 데이터 파일 .data
와 에셋 번들 파일 .bundle
을 저장하며, 캐시에서 로드하기 전에 이를 다시 확인합니다.UnityLoader 설정을 변경하는 새로운 WebGL 템플릿을 추가하여 이 동작을 변경할 수 있습니다.
다음 예시는 커스텀 cacheControl 함수를 index.html
파일 내의 UnityLoader 설정에 추가하는 것을 보여줍니다.
var config = {
// ...
# if USE_DATA_CACHING
cacheControl: function (url) {
// Caching enabled for .data and .bundle files.
// Revalidate if file is up to date before loading from cache
if (url.match(/\.data/) || url.match(/\.bundle/)) {
return "must-revalidate";
}
// Caching enabled for .mp4 and .custom files
// Load file from cache without revalidation.
if (url.match(/\.mp4/) || url.match(/\.custom/)) {
return "immutable";
}
// Disable explicit caching for all other files.
// Note: the default browser cache may cache them anyway.
return "no-store";
},
# endif
// ...
}
cacheControl
함수는 요청한 URL을 파라미터로 받아 다음 중 하나를 반환합니다.
must-revalidate
- 함수가 must-revalidate를 반환하면 캐시가 활성화된 상태로 돌아가고 캐시에서 파일을 로드하기 전에 파일을 다시 확인합니다.
immutable
- 함수가 immutable을 반환하면 캐시가 활성화되고 파일을 다시 확인하지 않고 캐시에서 로드합니다.
no-store
- 함수가 no-store를 반환하면 캐시가 비활성화됩니다.
브라우저는 .html, .js, .css, .json, .jpg, .png와 같은 특정 파일 타입을 자동으로 저장(캐싱)하므로 WebGL 캐시에 명시적으로 저장할 필요가 없습니다.일반적으로 WebGL 캐시의 후보에는 대용량 파일과 커스텀 파일 포맷을 사용하는 파일이 포함됩니다.
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