{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class Addressables | Addressables | 1.21.17
docs.unity3d.com
"{0}"의 검색 결과

    목차 표시/숨기기

    Class Addressables

    Entry point for Addressable API, this provides a simpler interface than using ResourceManager directly as it assumes string address type.

    상속
    object
    Addressables
    상속된 멤버
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.AddressableAssets
    어셈블리: solution.dll
    구문
    public static class Addressables

    필드

    이름 설명
    BuildReportPath

    The path to the Addressables Build Reports subfolder

    LibraryPath

    The path to the Addressables Library subfolder

    kAddressablesRuntimeBuildLogPath

    The name of the PlayerPrefs value used to set the path to check for build logs that need to be shown in the runtime.

    kAddressablesRuntimeDataPath

    The name of the PlayerPrefs value used to set the path to load the addressables runtime data file.

    프로퍼티

    이름 설명
    BuildPath

    The build path used by the Addressables system for its initialization data.

    InitializationOperation

    Initialization operation. You can register a callback with this if you need to run code after Addressables is ready. Any requests made before this operaton completes will automatically cahin to its result.

    InstanceProvider

    The Instance Provider used by the Addressables System.

    InternalIdTransformFunc

    Functor to transform internal ids before being used by the providers.

    PlayerBuildDataPath

    The path that addressables player data gets copied to during a player build.

    ResourceLocators

    Gets the collection of configured IResourceLocator objects. Resource Locators are used to find IResourceLocation objects from user-defined typed keys.

    ResourceManager

    Stores the ResourceManager associated with this Addressables instance.

    RuntimePath

    The path used by the Addressables system to load initialization data.

    StreamingAssetsSubFolder

    The subfolder used by the Addressables system for its built data.

    WebRequestOverride

    Delegate that can be used to override the web request options before being sent.

    메서드

    이름 설명
    AddResourceLocator(IResourceLocator, string, IResourceLocation)

    Adds a ResourceLocator to the Addressables runtime.

    CheckForCatalogUpdates(bool)

    Checks all updatable content catalogs for a new version.

    CleanBundleCache(IEnumerable<string>)

    Removes any AssetBundles that are no longer referenced in the bundle cache. This can occur when a new, updated catalog excludes entries present in an older catalog.

    ClearDependencyCacheAsync(IList<object>)

    Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(IList<object>, bool)

    Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(IList<IResourceLocation>)

    Clear the cached AssetBundles for a list of Addressable locations. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(IList<IResourceLocation>, bool)

    Clear the cached AssetBundles for a list of Addressable locations. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(IEnumerable)

    Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(IEnumerable, bool)

    Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(object)

    Clear the cached AssetBundles for a given key. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(object, bool)

    Clear the cached AssetBundles for a given key. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(string)

    Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating.

    ClearDependencyCacheAsync(string, bool)

    Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating.

    ClearResourceLocators()

    Remove all locators.

    CreateCatalogLocationWithHashDependencies<T>(string)

    Given a location path that points to a remote content catalog, create a location with the assumed dependencies that point to remote, and local, hash files respectively. The first dependency, remote, assumes that the .hash file is located beside the provided location of the .json catalog file. The second dependency, local, points to a location inside the Addressables local cache data folder. The Addressables local cache data folder is meant for content catalogs and is not the same cache location for AssetBundles.

    CreateCatalogLocationWithHashDependencies<T>(string, string)

    Given a location path that points to a remote content catalog and its corresponding remote hash file, create a location with the dependencies that point to remote, and local, hash files respectively. The first dependency, remote, uses the provided remote hash location.
    The second dependency, local, points to a location inside the Addressables local cache data folder. The Addressables local cache data folder is meant for content catalogs and is not the same cache location for AssetBundles.

    CreateCatalogLocationWithHashDependencies<T>(IResourceLocation)

    Given a location path that points to a remote content catalog, create a location with the assumed dependencies that point to remote, and local, hash files respectively. The first dependency, remote, assumes that the .hash file is located beside the provided location of the .json catalog file. The second dependency, local, points to a location inside the Addressables local cache data folder. The Addressables local cache data folder is meant for content catalogs and is not the same cache location for AssetBundles.

    DownloadDependencies(object)

    Downloads dependencies of assets marked with the specified label or address.

    DownloadDependenciesAsync(IList<object>, MergeMode, bool)

    Downloads dependencies of assets marked with the specified labels or addresses. See the DownloadDependenciesAsync documentation for more details.

    DownloadDependenciesAsync(IList<IResourceLocation>, bool)

    Downloads dependencies of assets at the specified locations.

    DownloadDependenciesAsync(IEnumerable, MergeMode, bool)

    Downloads dependencies of assets identified by a list of keys.

    DownloadDependenciesAsync(object, bool)

    Downloads dependencies of assets identified with the specified label or address.

    GetDownloadSize(object)

    Determines the required download size, dependencies included, for the specified key. Cached assets require no download and thus their download size will be 0. The Result of the operation is the download size in bytes.

    GetDownloadSizeAsync(IList<object>)

    Determines the required download size, dependencies included, for the specified keys. Cached assets require no download and thus their download size will be 0. The Result of the operation is the download size in bytes.

    GetDownloadSizeAsync(IEnumerable)

    Determines the required download size, dependencies included, for the specified keys. Cached assets require no download and thus their download size will be 0. The Result of the operation is the download size in bytes.

    GetDownloadSizeAsync(object)

    Determines the required download size, dependencies included, for the specified key. Cached assets require no download and thus their download size will be 0. The Result of the operation is the download size in bytes.

    GetDownloadSizeAsync(string)

    Determines the required download size, dependencies included, for the specified key. Cached assets require no download and thus their download size will be 0. The Result of the operation is the download size in bytes.

    GetLocatorInfo(string)

    Given the Id of an IResourceLocator, get the relevant content catalog data associated with it.

    GetLocatorInfo(IResourceLocator)

    Given an IResourceLocator, get the relevant content catalog data associated with it.

    Initialize()

    Initialize Addressables system. Addressables will be initialized on the first API call if this is not called explicitly.

    InitializeAsync()

    Initialize the Addressables system, if needed.

    InitializeAsync(bool)

    Initialize the Addressables system, if needed.

    Instantiate(object, InstantiationParameters, bool)

    Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous.

    Instantiate(object, Transform, bool, bool)

    Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous.

    Instantiate(object, Vector3, Quaternion, Transform, bool)

    Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous.

    Instantiate(IResourceLocation, InstantiationParameters, bool)

    Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous.

    Instantiate(IResourceLocation, Transform, bool, bool)

    Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous.

    Instantiate(IResourceLocation, Vector3, Quaternion, Transform, bool)

    Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous.

    InstantiateAsync(object, InstantiationParameters, bool)

    Instantiate a single object.

    InstantiateAsync(object, Transform, bool, bool)

    Instantiate a single object.

    InstantiateAsync(object, Vector3, Quaternion, Transform, bool)

    Instantiate a single object.

    InstantiateAsync(IResourceLocation, InstantiationParameters, bool)

    Instantiate a single object.

    InstantiateAsync(IResourceLocation, Transform, bool, bool)

    Instantiate a single object.

    InstantiateAsync(IResourceLocation, Vector3, Quaternion, Transform, bool)

    Instantiate a single object.

    LoadAssetAsync<TObject>(object)

    Loads a single Addressable asset identified by an IResourceLocation.

    LoadAssetAsync<TObject>(IResourceLocation)

    Loads a single Addressable asset identified by an IResourceLocation.

    LoadAsset<TObject>(object)

    Load a single asset

    LoadAsset<TObject>(IResourceLocation)

    Load a single asset

    LoadAssetsAsync<TObject>(IList<object>, Action<TObject>, MergeMode)

    Loads multiple assets identified by a list of keys.

    LoadAssetsAsync<TObject>(IList<object>, Action<TObject>, MergeMode, bool)

    Load multiple assets. Each key in the provided list will be translated into a list of locations. Those many lists will be combined down to one based on the provided MergeMode. See the Loading Addressable Assets documentation for more details.

    LoadAssetsAsync<TObject>(IList<IResourceLocation>, Action<TObject>)

    Loads multiple assets, based on the list of locations provided.

    LoadAssetsAsync<TObject>(IList<IResourceLocation>, Action<TObject>, bool)

    Loads multiple assets, based on the list of locations provided.

    LoadAssetsAsync<TObject>(IEnumerable, Action<TObject>, MergeMode)

    Loads multiple assets identified by a list of keys.

    LoadAssetsAsync<TObject>(IEnumerable, Action<TObject>, MergeMode, bool)

    Loads multiple assets, identified by a set of keys.

    LoadAssetsAsync<TObject>(object, Action<TObject>)

    Loads multiple assets identified by a single key.

    LoadAssetsAsync<TObject>(object, Action<TObject>, bool)

    Loads multiple assets identified by a single key.

    LoadAssets<TObject>(IList<object>, Action<TObject>, MergeMode)

    Load multiple assets

    LoadAssets<TObject>(IList<IResourceLocation>, Action<TObject>)

    Load multiple assets

    LoadAssets<TObject>(object, Action<TObject>)

    Load mutliple assets See the Loading Addressable Assets documentation for more details.

    LoadContentCatalog(string, string)

    Additively load catalogs from runtime data. The settings are not used.

    LoadContentCatalogAsync(string, bool, string)

    Additively load catalogs from runtime data.

    LoadContentCatalogAsync(string, string)

    Additively load catalogs from runtime data.

    LoadResourceLocations(IList<object>, MergeMode, Type)

    Loads the resource locations specified by the keys. The method will always return success, with a valid IList of results. If nothing matches keys, IList will be empty

    LoadResourceLocations(object, Type)

    Request the locations for a given key. The method will always return success, with a valid IList of results. If nothing matches key, IList will be empty

    LoadResourceLocationsAsync(IList<object>, MergeMode, Type)

    Loads the resource locations specified by a list of keys.

    LoadResourceLocationsAsync(IEnumerable, MergeMode, Type)

    Loads the resource locations specified by a set of keys.

    LoadResourceLocationsAsync(object, Type)

    Loads the resource locations specified by a key.

    LoadScene(object, LoadSceneMode, bool, int)

    Load scene.

    LoadScene(IResourceLocation, LoadSceneMode, bool, int)

    Load scene.

    LoadSceneAsync(object, LoadSceneMode, bool, int)

    Loads an Addressable Scene asset.

    LoadSceneAsync(object, LoadSceneParameters, bool, int)

    Loads an Addressable Scene asset.

    LoadSceneAsync(IResourceLocation, LoadSceneMode, bool, int)

    Loads an Addressable Scene asset.

    LoadSceneAsync(IResourceLocation, LoadSceneParameters, bool, int)

    Loads an Addressable Scene asset.

    Log(string)

    Log can be used to write a Debug level log message.

    LogError(string)

    Write an error level log message.

    LogErrorFormat(string, params object[])

    Write an error level formatted log message.

    LogException(Exception)

    Write an exception as a debug log message.

    LogException(AsyncOperationHandle, Exception)

    Write an exception as a log message.

    LogFormat(string, params object[])

    LogFormat can be used to write a formatted log message.

    LogWarning(string)

    LogWarning can be used to write a log message.

    LogWarningFormat(string, params object[])

    LogFormat can be used to write a formatted log message.

    Release(AsyncOperationHandle)

    Release the operation and its associated resources.

    ReleaseInstance(GameObject)

    Releases and destroys an object that was created via Addressables.InstantiateAsync.

    ReleaseInstance(AsyncOperationHandle)

    Releases and destroys an object that was created via Addressables.InstantiateAsync.

    ReleaseInstance(AsyncOperationHandle<GameObject>)

    Releases and destroys an object that was created via Addressables.InstantiateAsync.

    Release<TObject>(AsyncOperationHandle<TObject>)

    Release the operation and its associated resources.

    Release<TObject>(TObject)

    Release asset.

    RemoveResourceLocator(IResourceLocator)

    Remove a locator;

    ResolveInternalId(string)

    Used to resolve a string using addressables config values

    UnloadScene(AsyncOperationHandle, bool)

    Release scene

    UnloadScene(AsyncOperationHandle<SceneInstance>, bool)

    Release scene

    UnloadScene(AsyncOperationHandle<SceneInstance>, UnloadSceneOptions, bool)

    Release scene

    UnloadScene(SceneInstance, bool)

    Release scene

    UnloadSceneAsync(AsyncOperationHandle, bool)

    Release scene

    UnloadSceneAsync(AsyncOperationHandle, UnloadSceneOptions, bool)

    Release scene

    UnloadSceneAsync(AsyncOperationHandle<SceneInstance>, bool)

    Release scene

    UnloadSceneAsync(SceneInstance, bool)

    Release scene

    UnloadSceneAsync(SceneInstance, UnloadSceneOptions, bool)

    Release scene

    UpdateCatalogs(bool, IEnumerable<string>, bool)

    Update the specified catalogs.

    UpdateCatalogs(IEnumerable<string>, bool)

    Update the specified catalogs.

    문서 개요
    맨 위로
    Copyright © 2023 Unity Technologies — 상표 및 이용약관
    • 법률정보
    • 개인정보처리방침
    • 쿠키
    • 내 개인정보 판매 금지
    • Your Privacy Choices (Cookie Settings)