比较提交
合并到: unity-tech-cn:main
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unity-tech-cn:/main/cedric.jia
unity-tech-cn:/main/zhailing
拉取从: unity-tech-cn:main/cedric.jia
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unity-tech-cn:/main/cedric.jia
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此合并请求有变更与目标分支冲突。
/.gitignore
/LICENSE
/.vsconfig
/Assets
/Packages
/ProjectSettings
/UserSettings
/README.md
1 次代码提交
main
...
main/cedric.jia
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
GitHub | 13a461c0 | Update README.md | 4 年前 |
共有 225 个文件被更改,包括 8092 次插入 和 0 次删除
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60.gitignore
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21LICENSE
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6.vsconfig
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9README.md
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8Assets/AddressableAssetsData.meta
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458Assets/Editor/MyBundleRuleBase.cs
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11Assets/Editor/MyBundleRuleBase.cs.meta
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31Assets/InventorySystem.cs
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11Assets/InventorySystem.cs.meta
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78Assets/InventorySystemAddressable.cs
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8Assets/Scenes.meta
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1001Assets/Scenes/Example_Addressables.unity
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# This .gitignore file should be placed at the root of your Unity project directory |
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# |
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore |
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# |
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/[Tt]emp/ |
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/[Oo]bj/ |
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/[Bb]uild/ |
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/[Bb]uilds/ |
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/[Ll]ogs/ |
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# Asset meta data should only be ignored when the corresponding asset is also ignored |
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!/[Aa]ssets/**/*.meta |
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# /[Aa]ssets/AssetStoreTools* |
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[Aa]ssets/Plugins/Editor/JetBrains* |
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# Autogenerated VS/MD/Consulo solution and project files |
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*.unityproj |
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*.sln |
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*.suo |
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*.tmp |
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*.user |
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*.userprefs |
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*.pidb |
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*.booproj |
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*.svd |
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*.pdb |
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*.mdb |
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*.opendb |
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*.VC.db |
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# Unity3D generated meta files |
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*.pdb.meta |
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*.mdb.meta |
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# Unity3D generated file on crash reports |
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sysinfo.txt |
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# Builds |
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*.unitypackage |
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# Crashlytics generated file |
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crashlytics-build.properties |
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MIT License |
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Copyright (c) 2021 patrickdevarney |
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Permission is hereby granted, free of charge, to any person obtaining a copy |
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of this software and associated documentation files (the "Software"), to deal |
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in the Software without restriction, including without limitation the rights |
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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copies of the Software, and to permit persons to whom the Software is |
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furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included in all |
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copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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SOFTWARE. |
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{ |
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"version": "1.0", |
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"components": [ |
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"Microsoft.VisualStudio.Workload.ManagedGame" |
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] |
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} |
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# AddressablesMemoryOptimizations |
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[Official Unity Blog post](https://blogs.unity3d.com/2021/03/31/tales-from-the-optimization-trenches-saving-memory-with-addressables/) |
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A small sample project demonstrating how organized AssetBundles can reduce your Unity project's runtime memory. |
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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. |
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