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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Caching.html below:

Unity - Scripting API: Caching

Note: The Cache API is not supported in WebGL because AssetBundles are stored in the browser cache for the WebGL platform.

Additional resources: DownloadHandlerAssetBundle.

To store up to five cached versions of the same bundle and use the previous caches if your most recent cache becomes invalid, or the downloaded Asset Bundle has a problem, use the following setup.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using System.IO;

public class Example2 : MonoBehaviour { public static class CacheWithPriority { public enum ResolutionType { High, Medium, Low, } static readonly Dictionary<ResolutionType, Cache> ResolutionCaches = new Dictionary<ResolutionType, Cache>();

public static void InitResolutionCaches() { string highResPath = "HighRes"; string medResPath = "MedRes"; string lowResPath = Application.streamingAssetsPath;

//Create cache paths Directory.CreateDirectory(highResPath); Directory.CreateDirectory(medResPath);

//Create the caches and add them to a Dictionary ResolutionCaches.Add(ResolutionType.High, Caching.AddCache(highResPath)); ResolutionCaches.Add(ResolutionType.Medium, Caching.AddCache(medResPath)); ResolutionCaches.Add(ResolutionType.Low, Caching.AddCache(lowResPath)); }

public static void PrioritizeCacheForLoading(ResolutionType resolutionToPrioritize) { //Move cache to the start of the queue Caching.MoveCacheBefore(ResolutionCaches[resolutionToPrioritize], Caching.GetCacheAt(0)); }

public static void SetResolutionCacheForWriting(ResolutionType resolutionToWriteTo) { Caching.currentCacheForWriting = ResolutionCaches[resolutionToWriteTo]; } }

AssetBundle currentTextureAssetBundle; IEnumerator RearrangeCacheOrderExample(string manifestBundlePath) { CacheWithPriority.InitResolutionCaches();

//Load the manifest AssetBundle manifestBundle = AssetBundle.LoadFromFile(manifestBundlePath); AssetBundleManifest manifest = manifestBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");

//We know we want to start loading from the Low Resolution Cache CacheWithPriority.PrioritizeCacheForLoading(CacheWithPriority.ResolutionType.Low);

//Load the low res bundle from StreamingAssets UnityWebRequest lowRequest = UnityWebRequestAssetBundle.GetAssetBundle("lowResBundlePath", manifest.GetAssetBundleHash("lowResBundle"), 0); yield return lowRequest; currentTextureAssetBundle = DownloadHandlerAssetBundle.GetContent(lowRequest);

//In the background we can start downloading our higher resolution bundles StartCoroutine(StartDownloadHigherResolutionBundles(manifest));

//Do work with low res bundle while the higher resolutions download...

//Unload the AssetBundle manifestBundle.Unload(true); }

IEnumerator StartDownloadHigherResolutionBundles(AssetBundleManifest manifest) { CacheWithPriority.SetResolutionCacheForWriting(CacheWithPriority.ResolutionType.Medium); UnityWebRequest medRequest = UnityWebRequestAssetBundle.GetAssetBundle("medResBundleUrl", manifest.GetAssetBundleHash("medResBundle"), 0); medRequest.SendWebRequest();

while (!medRequest.isDone) yield return null; SwitchTextureBundleTo(CacheWithPriority.ResolutionType.Medium, medRequest);

//Now you'll be using the medium resolution bundle

CacheWithPriority.SetResolutionCacheForWriting(CacheWithPriority.ResolutionType.High); UnityWebRequest highRequest = UnityWebRequestAssetBundle.GetAssetBundle("highResBundleUrl", manifest.GetAssetBundleHash("highResBundle"), 0); highRequest.SendWebRequest();

while (!highRequest.isDone) yield return null; SwitchTextureBundleTo(CacheWithPriority.ResolutionType.High, highRequest);

//Do work with the high resolution bundle now... }

void SwitchTextureBundleTo(CacheWithPriority.ResolutionType typeToSwitchTo, UnityWebRequest request) { //For performance, we tell the Caching system what cache we want it to search first CacheWithPriority.PrioritizeCacheForLoading(typeToSwitchTo); //Unload our current texture bundle currentTextureAssetBundle.Unload(true); //Load the new one from the passed in UnityWebRequest currentTextureAssetBundle = DownloadHandlerAssetBundle.GetContent(request); currentTextureAssetBundle.Unload(true); } }

The ability to have multiple caches allows you to keep several cached version of a particular Asset Bundle. You can use these for things like backups and fallbacks.

This example shows downloading medium resolution and high resolution textures after startup and caching them in their own appropriate caches.


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