C# unity download cache files






















NET Framework 3. If you prefer, you can configure Visual Studio as your editor. To debug, you launch MonoDevelop from Unity. MonoDevelop has a plug-in that opens a connection back to the Unity debugger and issues commands to it after you Debug Attach to Process in MonoDevelop. When you open Unity for the first time, you see the project dialog shown in Figure 2. Figure 2 The Unity Project Wizard.

In the project dialog, you specify the name and location for your project 1. You can also import a package later. A package is a. Finally, you can choose either 2D or 3D 3. This list is populated from. Anything you download from the Unity asset store also comes as a.

As such, it will show up in this list once it exists on your system. You could just double-click on any. The default Unity window layout is shown in Figure 3. Figure 3 The Default Unity Window. Of important mention is the Game tab next to the Scene tab.

This tab activates when you click play and your game starts to run in this window. This is called play mode and it gives you a playground for testing your game, and even allows you to make live changes to the game by switching back to the Scene tab. Be very careful here, though. Everything that runs in your game exists in a scene. You can have as many scenes as you want in a project.

When you download third-party packages or even sample games from the asset store, you typically must look for the scene files in your project to open. A scene file is a single file that contains all sorts of metadata about the resources used in the project for the current scene and its properties. You can search for all the scenes in your project by clicking the icon indicated in Figure 4 and filtering on Scene.

Figure 4 Filtering Scenes in the Project. Notice, however, that in any new scene, Unity always creates a camera that has an Audio Listener component already on it. You point Unity to a folder structure and it opens the folder as a project. Projects contain Assets, Library, ProjectSettings, and Temp folders, but the only one that shows up in the interface is the Assets folder, which you can see in Figure 4.

The avatar data byte[] is then saved in process memory. All following requests for the avatar will be pulled from memory, saving time and resources. But, as most things in programming, nothing is so simple. The above solution is not good for a number of reasons. For one thing, this implementation is not thread-safe. Exceptions can occur when used from multiple threads. Besides that, cached items will stay in memory forever, which is actually very bad. To handle these problems, cache frameworks have Eviction policies aka Removal policies.

These are rules to have items removed from cache according to some logic. Common eviction policies are:. To my great dismay as a blogger, Microsoft already created a wonderful cache implementation. This deprived me the pleasure of creating a similar implementation myself, but at least I have less work writing this blog post.

Microsoft has 2 solutions 2 different NuGet packages for caching. Both are great. Memory because it integrates better with Asp. NET Core. It can be easily injected into Asp. This is very similar to my own NaiveCache , so what changed? Well, for one thing, this is a thread-safe implementation. You can safely call this from multiple threads at once.

The second thing thing is the MemoryCache allows for all the eviction policies we talked about before. In addition to the options in the example, you can also set a RegisterPostEvictionCallback delegate, which will be called when an item is evicted.

There are actually a couple of things. NET: 8 Best Practices to learn of some helpful methods. The second problem is easier to solve. Your email address will not be published.

Save my name, email, and website in this browser for the next time I comment. Using UnityWebRequest. Log req. Log post. Create texture, new Rect 0, 0, texture. Stop ; audioSource. GetAudioClip url, AudioType. Conclusion In conclusion, UnityWebRequest gives us a lot of options when downloading files and data from the internet. Page 2 is now available You can find it on this page. UI; using UnityEngine. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url.

If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Description Loads an AssetBundle with the specified version number from the cache.

IsNullOrEmpty www. Log www. See Also: BuildPipeline. Login Create account. This site uses strictly necessary cookies. More Information X. Ask a question. Oh, you just want to clear the past projects list? Thanks for the help Jeff. You made it so I could google my problem. And Woila!



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