{!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 AssetReference | Addressables | 1.21.17
docs.unity3d.com
"{0}"의 검색 결과

    목차 표시/숨기기

    Class AssetReference

    Reference to an addressable asset. This can be used in script to provide fields that can be easily set in the editor and loaded dynamically at runtime. To determine if the reference is set, use RuntimeKeyIsValid().

    상속
    object
    AssetReference
    AssetReferenceT<TObject>
    구현
    IKeyEvaluator
    상속된 멤버
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.AddressableAssets
    어셈블리: solution.dll
    구문
    [Serializable]
    public class AssetReference : IKeyEvaluator

    생성자

    이름 설명
    AssetReference()

    Construct a new AssetReference object.

    AssetReference(string)

    Construct a new AssetReference object.

    필드

    이름 설명
    m_AssetGUID

    프로퍼티

    이름 설명
    Asset

    The loaded asset. This value is only set after the AsyncOperationHandle returned from LoadAssetAsync completes. It will not be set if only InstantiateAsync is called. It will be set to null if release is called.

    AssetGUID

    Stores the guid of the asset.

    IsDone

    Get the loading status of the internal operation.

    OperationHandle

    The AsyncOperationHandle currently being used by the AssetReference. For example, if you call AssetReference.LoadAssetAsync, this property will return a handle to that operation.

    RuntimeKey

    The actual key used to request the asset at runtime. RuntimeKeyIsValid() can be used to determine if this reference was set.

    SubObjectName

    Stores the name of the sub object.

    메서드

    이름 설명
    Instantiate(Transform, bool)

    InstantiateAsync the referenced asset as type TObject. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use Addressables.InstantiateAsync() and pass your AssetReference in as the key. See the Loading Addressable Assets documentation for more details.

    Instantiate(Vector3, Quaternion, Transform)

    InstantiateAsync the referenced asset as type TObject. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use Addressables.InstantiateAsync() and pass your AssetReference in as the key. See the Loading Addressable Assets documentation for more details.

    InstantiateAsync(Transform, bool)

    InstantiateAsync the referenced asset as type TObject. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use Addressables.InstantiateAsync() and pass your AssetReference in as the key. See the Loading Addressable Assets documentation for more details.

    InstantiateAsync(Vector3, Quaternion, Transform)

    InstantiateAsync the referenced asset as type TObject. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use Addressables.InstantiateAsync() and pass your AssetReference in as the key. See the Loading Addressable Assets documentation for more details.

    IsValid()

    Returns the state of the internal operation.

    LoadAssetAsync<TObject>()

    Load the referenced asset as type TObject. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use LoadAssetAsync<TObject>(object) and pass your AssetReference in as the key.

    See the Loading Addressable Assets documentation for more details.

    LoadAsset<TObject>()

    Load the referenced asset as type TObject. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use LoadAssetAsync<TObject>(object) and pass your AssetReference in as the key.

    See the Loading Addressable Assets documentation for more details.

    LoadScene()

    Loads the reference as a scene. This cannot be used a second time until the first load is released. If you wish to call load multiple times on an AssetReference, use Addressables.LoadSceneAsync() and pass your AssetReference in as the key. See the Loading Addressable Assets documentation for more details.

    LoadSceneAsync(LoadSceneMode, bool, int)

    Loads the reference as a scene. This cannot be used a second time until the first load is unloaded. If you wish to call load multiple times on an AssetReference, use Addressables.LoadSceneAsync() and pass your AssetReference in as the key. See the Loading Addressable Assets documentation for more details.

    ReleaseAsset()

    Release the internal operation handle.

    ReleaseInstance(GameObject)

    Release an instantiated object.

    RuntimeKeyIsValid()

    Checks if the current RuntimeKey is valid.

    ToString()

    String representation of asset reference.

    UnLoadScene()

    Unloads the reference as a scene.

    ValidateAsset(string)

    Validates that the referenced asset allowable for this asset reference.

    ValidateAsset(Object)

    Validates that the referenced asset allowable for this asset reference.

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