EasyLoader

wing

(3)
$14
Publisher wing
File size 2.07MB
Number of files 383
Latest version 1.0.4
Latest release date 2024-05-16 02:48:31
First release date 2022-03-18 08:18:16
Supported Unity versions 2018.4.2 or higher
EasyLoader

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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 [email protected]

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