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as LeanTween great tool, simple and functional !
could be really nice to add custom header in www.
i also have some trouble with ToString() on LEANJSON, replace : by = like this "myobject":"myvalue" to myobject="mavalue"
thanks
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10 years ago に返信
Thanks! I am not sure I understood your comment about the LeanJSON though. Could you post the issue on the forum or by email?
f
Great tool!!
10 years ago
fullmontag以前のバージョン 0.32 で
Really simplifies dealing with images from url
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Thanks for the update, it's perfect now !
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11 years ago に返信
Hi Anthony,
Sorry about the delay, a Unity5 version is now provided! As well as some bug fixes, and general cleanup with this new version.
(I hadn't done it earlier because I had been using it with Unity5 projects without any issues)
B
Just bought this and getting errors out of the box even running examples
11 years ago
Brock-Bondo以前のバージョン 0.251 で
The name 'LeanLoading' does not denote a valid type ('not found').
So I delete all the js examples to get it to compile. Now getting ogg not supported error as the example uses an ogg sound file reference. Changed that to reference an mp3 file. My 5MB mp3 sound file gets loaded in 4 seconds and every time i run the example....it still takes 4 seconds to load it. So it isn't caching it. Does this work?!?!?
Please update this software so we don't have to debug your code after purchase. From what I can tell, the image caching works but music doesn't.
UPDATE: after a couple hours of going thru the code, it looks like the caching of sound files happens by re-encoding sound files into strings stored in PlayerPrefs. PlayerPrefs in unity has size limitations that crash out when the mp3s are larger than 1.5 megs. I may have to rewrite this code to break a 5MB file into 1MB chunks. It takes 30 seconds to encode a 5MB sound file right now with this existing code. I think this needs to be addressed. There is no documentation for this code. A couple references to the functions like an auto-generated javadoc isn't FULL documentation. The image caching works and small sound file caching is ok. Consider a normal 2 minute song is usually 3-6MB.
UPDATE: Under an hour, I've implemented large audio file persistence using AudioClip.get/set and float array where it saves into a .dat file http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/persistence-data-saving-loading
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11 years ago に返信
Hey Alex,
I am sorry you have had so much trouble. To get those errors to disappear, you should move the Plugins folder into the root of your Asset folder (this is also outlined in the ReadMe file). Although deleting the JS files will also do the trick...
That's great you were able to modify the sound loading to work outside of PlayerPrefs. I had implemented something similar for image loading (but not sound yet). If you would like to share your code, I would be eager to merge it back into the codebase (dentedpixel@gmail.com).
Cheers,
Russ
public float timeOut;
public System.Action<string, Dictionary<string, object>> onErrorP;
public LLOptions setOnError (System.Action<string, Dictionary<string, object>> onError) {
this.onErrorP = onError;
return this;
}
public LLOptions setTimeOut (float second) {
timeOut = second;
return this;
}
IEnumerator startTimeout (LLOptions options) {
yield return new WaitForSeconds(options.timeOut);
ClearWWW(options.ll.www);
}
I'll send My changed Full code to your mailbox. but I cann't found you mail address.....
===== OLD REVIEW ======
LoadingJS / ProgressBarJS need to fix.
Look this:
Assets/LeanLoader/Examples/LoadingJS.js(5,25): BCE0018: The name 'LeanLoading' does not denote a valid type ('not found').
My Unity3d is 4.5.0f6
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12 years ago に返信
Hey Rodger,
That's a good idea, thanks for sharing your code. I'll look into integrating it, you can send me email at dentedpixel@gmail.com.
Cheers,
Russ
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