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A small sample project demonstrating how organized AssetBundles can reduce your Unity project's runtime memory.
Included is an example scene demonstrating memory consumtion with/without Addressables. Also included is a modified version of an Addressables AnalyzeRule that outputs fewer AssetBundles by assigning grouped labels for de-duplicated assets that have the same set of AssetBundle parents that are dependent on them. Fewere bundles loaded at runtime = less SerializedFile memory consumed for AssetBundle metadata.
Included is an example scene demonstrating memory consumption with/without Addressables. Also included is a modified version of an Addressables AnalyzeRule that outputs fewer AssetBundles by assigning grouped labels for de-duplicated assets that have the same set of AssetBundle parents that are dependent on them. Fewer bundles loaded at runtime = less SerializedFile memory consumed for AssetBundle metadata.
The modified AnalyzeRule can be [viewed here](https://github.com/patrickdevarney/AddressablesMemoryOptimizations/blob/main/Assets/Editor/CheckBundleDupeDependenciesV2.cs).
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