72 lines
4.6 KiB
JSON
72 lines
4.6 KiB
JSON
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{
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"name": "com.unity.addressables",
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"displayName": "Addressables",
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"version": "1.21.9",
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"unity": "2019.4",
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"description": "The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked \"addressable\", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.\n\nUse 'Window->Asset Management->Addressables' to begin working with the system.\n\nAddressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.\n\nFor usage samples, see github.com/Unity-Technologies/Addressables-Sample",
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"keywords": [
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"asset",
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"resources",
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"bundle",
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"bundles",
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"assetbundles"
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],
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"dependencies": {
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"com.unity.scriptablebuildpipeline": "1.21.3",
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"com.unity.modules.assetbundle": "1.0.0",
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"com.unity.modules.imageconversion": "1.0.0",
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"com.unity.modules.jsonserialize": "1.0.0",
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"com.unity.modules.unitywebrequest": "1.0.0",
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"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
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},
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"_upm": {
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"changelog": "- Removed code within WriteObjectToByteList that would never be reached\n- Fixed an issue where SceneOps would have update called on them twice per frame\n- Fixed an issue where in some circumstances an Operation would continue to have update called on it even after it finished.\n- Fixed an issue with Labels window after a domain reload causing a null reference exception.\n- Added Remove all unused labels option to labels popup window.\n- Fixed issue when not including the address and guid in catalog using content update workflow, would always indicate the asset as changed\n- Fixed Addressables profiler module help links to documentation.\n- Fixed issue where scenes unloaded due to another scene loading in single mode, would result in the profiler module still reporting the scene as loaded.\n- Groups window will now show labels of entries that are not a part of the settings.\n- Fixed 404s when uploading files with incorrect environment ID\n- Fixed issue where BuildLayoutGenerationTask would sometimes fail in large projects"
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},
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"upmCi": {
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"footprint": "5d9ed8ec49b8d3cd59d09bc7b1e294a22346f361"
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},
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"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.addressables@1.21/manual/index.html",
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"repository": {
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"url": "https://github.cds.internal.unity3d.com/unity/Addressables.git",
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"type": "git",
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"revision": "4af883961d7741769a2318578b3405c71bd2d7a6"
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},
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"samples": [
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{
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"displayName": "Addressables Utility",
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"description": "This sample contains a set of utility functions for Addressables.",
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"path": "Samples~/AddressablesUtility"
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},
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{
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"displayName": "ComponentReference",
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"description": "This sample creates an AssetReference that is restricted to having a specific Component. See the ComponentReference sample project located at github.com/Unity-Technologies/Addressables-Sample",
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"path": "Samples~/ComponentReference"
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},
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{
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"displayName": "Custom Analyze Rules",
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"description": "This sample shows how to create custom AnalyzeRules for use within the Analyze window. Both rules follow the recommended pattern for adding themselves to the UI. See the Custom Analyze Rules sample project located at github.com/Unity-Technologies/Addressables-Sample",
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"path": "Samples~/CustomAnalyzeRules"
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},
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{
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"displayName": "Custom Build and Playmode Scripts",
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"description": "Example custom build and play mode scripts provided. Along with a README discussing how to add them to the Addressables system.",
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"path": "Samples~/CustomBuildAndPlaymodeScripts"
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},
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{
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"displayName": "Disable AssetImport on Build",
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"description": "A script that disables asset importing during a player build. This improves build performance since AssetBundles are copied into StreamingAssets at build time.",
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"path": "Samples~/DisableAssetImportOnBuild"
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},
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{
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"displayName": "Import Groups Tool",
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"description": "A tool that imports group assets (for example from a custom package) to the current project.",
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"path": "Samples~/ImportExistingGroup"
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},
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{
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"displayName": "Prefab Spawner",
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"description": "A basic script that instantiates and destroys a prefab AssetReference.",
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"path": "Samples~/PrefabSpawner"
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}
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]
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}
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