These are consistent for the life of the application.
|uint||maxCacheSizeMB = 0|
|UnloadMode||unloadMode = UnloadMode.Immediate|
|bool||unloadAssets = true|
|float||unloadDelay = 5|
|bool||forceSyncLoading = false|
|float||reachabilityPollingInterval = 10|
|uint||progressScale = 1000|
|string||localPrefix = string.Empty|
|bool||enablePreloadCacheOnlyCheck = true|
|int||retryCount = 5|
|float||retryDelay = -1|
|bool enablePreloadCacheOnlyCheck = true|
When enabled, only ask the cache system if a bundle was preloaded, rather than a full bundle load.
|bool forceSyncLoading = false|
Some games/datasets get screwy errors when using async loading calls.
When it fails, it looks like... [Position out of bounds!] The file 'none' is corrupted! Remove it and launch unity again!
This usually happens if you are calling
Resources.UnloadUnusedAssets() manually. Instead, use #BundleManager.UnloadUnusedAssets(), which will avoid unloading at the wrong times.
|string localPrefix = string.Empty|
When loading from StreamingAssets, are they loaded from a subfolder?
If not empty, be sure to add trailing slash
|uint maxCacheSizeMB = 0|
The maximum amount of disk space allowed for caching asset bundles, in megabytes.
The manager with the smallest value is the one we use. This is a convenience wrapper only, this is not necessary for callers to use. A value of zero indicates system default (4GB for iOS, Android, PC and Mac Standalone).
|uint progressScale = 1000|
How much to add to AmountProcessed for each completed download.
|float reachabilityPollingInterval = 10|
Seconds between network reachability checks
|int retryCount = 5|
How many times to retry before giving up
|float retryDelay = -1|
How long to wait between retries
Special value<0 is double each retry.
|bool unloadAssets = true|
When we unload a bundle, do we unload the assets immediately too?
|float unloadDelay = 5|
How long to wait before unloading, in AutomaticDelayed mode
How to deal with unloading bundles when the last reference is unloaded