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Related Issues (20)
- 当采取挂起方式加载场景A,在加过过程中无法取消挂起操作。
- 为什么不做可同版本号更新? HOT 2
- 单机模式下 移动平台加载视频文件会报错。而windows和macos正常 HOT 2
- System.ArgumentException: Asset Bundle 'defaultpackage_share_assets_gameres_map_01.bundle' is invalid because it contains mixed Asset and Scene types HOT 2
- Editor下,PlayMode 关闭reload Domain,第二次进入游戏走资源加载流程,会卡住 HOT 3
- 打包颗粒度有没办法或者接口可以自定义 HOT 1
- host play mode模式下,如果内置清单是最新版本,每次运行都会触发拷贝行为。
- 多Packages的UniqueBundleName开启下依旧存在错误:The AssetBundle '__data' can't be loaded because another AssetBundle with the same files is already loaded. HOT 3
- 能否支持 raw 文件不在 Assets目录?比如 bnk,wem这种第三方音频文件不想放到 unity 中来管理 HOT 3
- 这个引用计数看起来有点问题 HOT 5
- 2.1.1版本HybirdCLR5.1 ,在线更新没问题,但是吧文件放到streamingassets里面就会提示打开dll的bundle错误,希望host play模式可以把首包打包 HOT 6
- 安卓初始化缓慢问题 HOT 14
- AssetBundleLoader里的下载器未Release
- 請問 Space Shooter StreamingAssetsHelper.cs 中缺少GetFileCRC32的方法? HOT 2
- 想问一下差量包的打法(类似 Addressables 的Update a Previous Build) HOT 3
- 在webgl打包后,会报找不到YooAsset.AssetBundleWebRequest HOT 1
- 如果遇到超大资源, 有没有考虑加入分段下载机制? 例如有参数可以配置分段大小的门槛 (超过一定的字节, 启用分段下载)
- SBP方式打包SpriteAtlas,精灵散图的Texture会被打入bundle HOT 2
- 2019版本Unity用2.X的Yoo 脚本IWebRequester编译报错
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