akauper / addressables-assetmanager Goto Github PK
View Code? Open in Web Editor NEWPre-loading, Synchronicity, and Pooling for Unity Addressables
Pre-loading, Synchronicity, and Pooling for Unity Addressables
RuntimeError: memory access out of bounds,RuntimeError: memory access out of bounds
Is it possible to use string keys instead of an AssetReference to load, instantiate, and unload assets?
When I trying to get the PercentComplete value, it always return 0
IEnumerator Start()
{
_loadingRoot.SetActive(true);
_buttonsRoot.SetActive(false);
if (_preLoadAssets)
{
var handle = AssetManager.LoadAssetsByLabelAsync(_preLoadLabel);
handle.Completed += op =>
{
LoadFinished();
};
while (!handle.IsDone)
{
Debug.Log(handle.PercentComplete);
yield return null;
}
}
else
{
LoadFinished();
}
}
Hi, I tried running the Example scene in an Android device. But I am getting the following error when I try to run it.
2020-07-31 13:23:38.420 10786 10811 Error Unity NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted.
2020-07-31 13:23:38.420 10786 10811 Error Unity at DelegateList`1[T].CreateWithGlobalCache () [0x00000] in <00000000000000000000000000000000>:0
2020-07-31 13:23:38.420 10786 10811 Error Unity at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].add_Completed (System.Action`1[T] value) [0x00000] in <00000000000000000000000000000000>:0
2020-07-31 13:23:38.420 10786 10811 Error Unity at ExampleUI.Awake () [0x00000] in <00000000000000000000000000000000>:0
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