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package.json
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{
"name": "com.unity.addressables",
"displayName": "Addressables",
"version": "2.3.1",
"unity": "2023.1",
"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",
"keywords": [
"asset",
"resources",
"bundle",
"bundles",
"assetbundles"
],
"dependencies": {
"com.unity.scriptablebuildpipeline": "2.1.5",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.profiling.core": "1.0.2"
},
"_upm": {
"changelog": "- Added back Analyze Rule toolset\n- Fixed issue where the content of the list with Addressable Assets Groups is improperly indented when displayed in Group Hierarchy with Dashes Group View.\n- Fixed issue where “Profile rename failed because default profile cannot be renamed“ error is thrown when renaming a new profile in Addressables Profiles.\n- Fixed a memory leak where asset bundles would not get unloaded when a scene was unloaded before completing load.\n- Fixed loading error when the loading from an assetbundle that is currently being preloaded."
},
"upmCi": {
"footprint": "b030090d56ffea904f65741c87fdbde086ee60a1"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.addressables@2.3/manual/index.html",
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/Addressables.git",
"type": "git",
"revision": "07437a2b040d7118b57c4acd9b60fdfbb434dd56"
},
"samples": [
{
"displayName": "Addressables Utility",
"description": "This sample contains a set of utility functions for Addressables.",
"path": "Samples~/AddressablesUtility"
},
{
"displayName": "ComponentReference",
"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",
"path": "Samples~/ComponentReference"
},
{
"displayName": "Custom Analyze Rules",
"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",
"path": "Samples~/CustomAnalyzeRules"
},
{
"displayName": "Custom Build and Playmode Scripts",
"description": "Example custom build and play mode scripts provided. Along with a README discussing how to add them to the Addressables system.",
"path": "Samples~/CustomBuildAndPlaymodeScripts"
},
{
"displayName": "Disable AssetImport on Build",
"description": "A script that disables asset importing during a player build. This improves build performance since AssetBundles are copied into StreamingAssets at build time.",
"path": "Samples~/DisableAssetImportOnBuild"
},
{
"displayName": "Import Groups Tool",
"description": "A tool that imports group assets (for example from a custom package) to the current project.",
"path": "Samples~/ImportExistingGroup"
},
{
"displayName": "Prefab Spawner",
"description": "A basic script that instantiates and destroys a prefab AssetReference.",
"path": "Samples~/PrefabSpawner"
}
]
}