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EasyLoader
Forum
Manual
API Doc
This is a out-of-the-box asset toolset;
* you can use this for load asset from anywhere, like resources/editor/streaming/persistent data path or web url;
* you can hotfix your assets by hotfix manager with auto resource version
Main Features
* Support platform(tested) Android/iOS/Windows/MacOS/WebGL;
* Uniform asset access url and interface;
* Visible asset manager and packer;
* Support without package assetbundle in editor mode;
* Support Editor player assetbundle using, easy to check asset in editor mode;
* Supoort async load;
* Support sync load;
* Support web url load;
* Memory cache support;
* Disk cache support;
* Hotfix manager;
* Redundancy assets checker;
Quick Start
* Step 1: Create asset project
* Step 2: Click asset project then open asset manager, drag asset folder to asset manger window as Package Sets
* Step 3: Set Package Sets' File Mode then get asset packages
* Step 4: Create Mapper file
* Step 5: Initial
// use async mode need add ASYNC_SUPPROT define
await ResourceManager.Instance.InitialAsync();
* Setp 6: Load Sprite by path
var sprite = await ResourceManager.Instance.LoadAssetAsync<GameObject>("test.prefab");
Or alias name with:
var sprite = await RM.LoadSpriteFromAtlasAsync<Sprite>("icons.spriteatlas", "icon_01.png");
Build
* Add USE_BUNDLE macro in "Player Settings/Scripting Define Symbols"
* Need write some code to copy your files from streamingAssetPath to persistentDataPath, or you can set:
ResourceManager.assetFromStreamingAssetPath = true;
Then will load data from streamingAssetPath.
* Build your application.
* When you want async support, please add ASYNC_SUPPROT macro.
Contact me at wingcd@foxmail.com
Forum
Manual
API Doc
This is a out-of-the-box asset toolset;
* you can use this for load asset from anywhere, like resources/editor/streaming/persistent data path or web url;
* you can hotfix your assets by hotfix manager with auto resource version
Main Features
* Support platform(tested) Android/iOS/Windows/MacOS/WebGL;
* Uniform asset access url and interface;
* Visible asset manager and packer;
* Support without package assetbundle in editor mode;
* Support Editor player assetbundle using, easy to check asset in editor mode;
* Supoort async load;
* Support sync load;
* Support web url load;
* Memory cache support;
* Disk cache support;
* Hotfix manager;
* Redundancy assets checker;
Quick Start
* Step 1: Create asset project
* Step 2: Click asset project then open asset manager, drag asset folder to asset manger window as Package Sets
* Step 3: Set Package Sets' File Mode then get asset packages
* Step 4: Create Mapper file
* Step 5: Initial
// use async mode need add ASYNC_SUPPROT define
await ResourceManager.Instance.InitialAsync();
* Setp 6: Load Sprite by path
var sprite = await ResourceManager.Instance.LoadAssetAsync<GameObject>("test.prefab");
Or alias name with:
var sprite = await RM.LoadSpriteFromAtlasAsync<Sprite>("icons.spriteatlas", "icon_01.png");
Build
* Add USE_BUNDLE macro in "Player Settings/Scripting Define Symbols"
* Need write some code to copy your files from streamingAssetPath to persistentDataPath, or you can set:
ResourceManager.assetFromStreamingAssetPath = true;
Then will load data from streamingAssetPath.
* Build your application.
* When you want async support, please add ASYNC_SUPPROT macro.
Contact me at wingcd@foxmail.com
EasyLoader
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License agreement
Standard Unity Asset Store EULALicense type
File size
2.1 MB
Latest version
1.0.4
Latest release date
May 15, 2024
Original Unity version
2019.4.25
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