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Load assets on demand without Addressables or Bundles
Almost zero editor setup!
Fast, extendable, production-proven and Open Source!
可编程渲染管线(SRP)兼容性
Unity可编程渲染管线(SRP)是让您能够通过C#脚本控制渲染的一个功能。SRP是支撑通用渲染管线(URP)和高清渲染管线(HDRP)的底层技术。
Unity版本内置渲染管线通用渲染管线(URP)高清渲染管线(HDRP)
2022.3.56f1
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描述

Docs and Use Cases | Repo | Unity Discussions


Want to load assets ondemand but:

  • don't want to mess around with Addressables
  • don't want to use any type of Bundles
  • don't want to manage addressable assets separately
  • don't want any big system yet (on early stage of project)


Flexy.AssetRefs will help you to Load assets on demand from prototyping stage and add bundles complexity only when game grows up! or Never :)


Flexy.AssetRefs provides an efficient way to indirectly reference assets and scenes, offering a cleaner alternative to Unity Addressables. It focuses solely on asset referencing, allowing full control over how assets are loaded at runtime without enforcing specific bundling or loading methods.


Designed for flexibility, Flexy.AssetRefs is easy to use from the prototyping stage. It is well-suited for small projects where Addressables can create more issues than they solve and easily expand to more complex systems later.



Key Strengths:


  • It is Open Source :)
  • Fast: pure struct based
  • ECS-Compatible: because it is struct
  • Customisable: load methods can be totally replaced
  • GDD Friendly: store asset references directly inside GameDesignData
  • Asset Loader can be totally replaced (Bundles, Addressables, Custom, ...)
  • Editor-Friendly: works seamlessly in the Editor without extra setup
  • SceneRef: allows loading scenes in the editor without adding to Build Settings
  • Toggle runtime/editor behavior with simple menu item click
  • Clean Inspector: looks like regular asset reference
  • Production-Proven: used in released games since 2019
  • Minimal Inspector Clutter:
    • Looks like regular reference in inspector
    • Does not clutter GO inspector
    • Only one simple file in project to collect necessary data for runtime

See Docs and Use Cases for usage samples



Flexy.AssetRefs is:


  • Modular and Simple to use: we separate the reference system from complex asset bundles bundling and downloading. Flexy.AssetRefs focuses only on asset references for on-demand loading. Flexy.Bundles adds bundles building and downloading capabilities. This modular approach avoids the complexity of a heavy solution like Addressables

  • Easily Extendable: asset loading methods is C# extension methods, which means that users have flexibility to define their own loading methods with any indirections, additional checks or better knowing used loading backend

  • Double Easily Extendable : asset loading done through AssetLoader instance that is backend for loading any ref and can be replaced with your own implementation. It is only 5 virtual methods to implement

技术细节
  • Ref is struct with 2 fields: Hash128 & Int64
  • C# Extensions based load methods
  • AssetLoader interface is 5 virtual methods
  • Sync loading
  • UniTask based async loading
  • Native C# Nullability annotations
  • C# 10
  • Fast Enter Play Mode support

Flexy.AssetRefs

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许可证类型
文件大小
140.9 KB
最新版本
5.0.3
最新发布日期
2025年3月31日
原始 Unity 版本
2022.3.56
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