Classes | Public Attributes | List of all members
BundleManager.ManagerSettings Class Reference

Detailed Description

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
 

Member Data Documentation

◆ enablePreloadCacheOnlyCheck

bool enablePreloadCacheOnlyCheck = true

When enabled, only ask the cache system if a bundle was preloaded, rather than a full bundle load.

◆ forceSyncLoading

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.

◆ immediate

QueueSettings immediate
Initial value:
= new QueueSettings
{
maxConcurrentDownloads = 4,
}

◆ localPrefix

string localPrefix = string.Empty

When loading from StreamingAssets, are they loaded from a subfolder?

If not empty, be sure to add trailing slash

◆ low

Initial value:
= new QueueSettings
{
maxConcurrentDownloads = 1,
}

◆ maxCacheSizeMB

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).

◆ progressScale

uint progressScale = 1000

How much to add to AmountProcessed for each completed download.

◆ reachabilityPollingInterval

float reachabilityPollingInterval = 10

Seconds between network reachability checks

◆ retryCount

int retryCount = 5

How many times to retry before giving up

◆ retryDelay

float retryDelay = -1

How long to wait between retries

Special value<0 is double each retry.

◆ unloadAssets

bool unloadAssets = true

When we unload a bundle, do we unload the assets immediately too?

◆ unloadDelay

float unloadDelay = 5

How long to wait before unloading, in AutomaticDelayed mode

◆ unloadMode

How to deal with unloading bundles when the last reference is unloaded

◆ wifiOnly

QueueSettings wifiOnly
Initial value:
= new QueueSettings
{
maxConcurrentDownloads = 1,
}