These are consistent for the life of the application.
Classes | |
| class | QueueSettings |
Public Attributes | |
| QueueSettings | immediate |
| QueueSettings | low |
| QueueSettings | wifiOnly |
| 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 |
| QueueSettings[] | allQueues |
| 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.
| QueueSettings immediate |
| string localPrefix = string.Empty |
When loading from StreamingAssets, are they loaded from a subfolder?
If not empty, be sure to add trailing slash
| QueueSettings low |
| 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
| UnloadMode unloadMode = UnloadMode.Immediate |
How to deal with unloading bundles when the last reference is unloaded
| QueueSettings wifiOnly |
1.8.16