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Simple and powerful Unity3d game workflow! 简单、高效、高度工业化的商业级unity3d 工作流。

License: Apache License 2.0

C# 19.87% ShaderLab 1.35% HLSL 1.15% GLSL 0.06% Shell 0.01% Batchfile 0.01% ASP.NET 0.82% Python 0.02% C++ 69.15% C 7.42% Objective-C++ 0.02% HTML 0.02% CSS 0.12%
unity3d unity3d-framework unity3d-hotfix ilruntime u3d unity unity3d-games hotfix hotupdate ilr

bdframework.core's Introduction

个人简介

  • 全栈开发.
  • 游戏开发、渲染、大型分布式架构、AI绘画、DevOps工作流 均有涉略.
  • 常用Java、Node、Go、Rust、.net core、Unity3d、UE4.
  • 1994年出生.
  • 2010年开始接触编码、2014年开始正式工作. 目前在游戏行业找福报~
  • 白天水群(包括工作群),晚上写码!
  • 以哲学为师! 喜欢研究、深度思考、分享、交流.
  • 个人博客
  • 有任何问题可以发邮件,能力以内都会解答!
  • 小黄鸭调试群: 184111890 . 你遇到任何问题(生活、情感、代码),请在这个群里用小黄鸭调试法,你可能会得到答案~

bdframework.core's People

Contributors

alanweekend avatar gaojiexx avatar haozi000005 avatar yimengfan avatar yimengfan1994 avatar

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bdframework.core's Issues

loading场景demo

框架**很好,希望作者能提供一个场景跳转loading和热更loading界面的demo,万分感谢

2.1.0 last realese 导入之后报错

您好:
2.1.0 版本, 导入Asset.unitypackage之后,提示错误:
Assets\Code\BDFramework.Game\ILRuntime\Binding\Analysis\System_Collections_Generic_List_1_Hero_Bindi_t1.cs(37,186): error CS0234: The type or namespace name 'Data' does not exist in the namespace 'Game' (are you missing an assembly reference?)

Shader变体收集提示bug

如果没有runtime目录(paths空数组),AssetDatabase.FindAssets("t:Shader", paths) 会返回所有shader啊,然后全部都提示“不建议将shader放在runtime中,没有mat信息 无法搜集变体!”

URP打包

打AB,发现URP的shader还是和材质一起打包在一起,怎么避免冗余呢?

看到一个拼写错误

M_ManagerBase 的 public M_ClassData GetCalssData(string typeName)

GetCalssData --> GetClassData

README 勘误

image

视屏 -> 视频

image

Dpendent plugins -> Dependent plugins

v2资源卸载问题

打包时会手动把自身依赖自己删除,卸载资源时只把依赖的计数减1,未减自身,导致自己卸载不掉

中后期项目可否使用BDFramework

刚接触到这个这框架,有种蠢蠢欲动想要使用的感觉,但目前项目进行到中后期阶段,如果要使用,方便修改吗?

ShaderCollection 收集不全

ShaderCollection.cs 只收集的prefab.Material 的变体。没有收集Scene上的变体。而有些变体,比如URP 后期都是动态创建的材质。

关于UIManager 类

                        com.AsyncLoad(() =>
                        {
                            curTaskCount++;
                            if (com.Transform)
                            {
                                com.Transform.gameObject.SetActive(false);
                                com.Transform.SetParent(this.Bottom, false);
                            }
                            //推送缓存的数据
                            PushCaheData(index);
                            //回调
                            loadProcessAction?.Invoke(allCount, curTaskCount);
                        });

大佬 这断使用闭包的做法,会不会每次调用都有gc?

Demo中GetInterface返回NULL!

//游戏启动器
else if (gameStart == null && t.GetInterface("IGameStart") != null)
{
BDebug.Log("GameStart created!!!!","red");
gameStart = Activator.CreateInstance(t) as IGameStart;
}

这个if一直进不去,是由什么需要设置的吗,
if(t.BaseType == null && "GameStartTest" == t.Name)
{
BDebug.Log("t type is: " + t.Name + ":" + t.IsInterface, "green");
if (t.GetInterface("IGameStart") != null)
{
BDebug.Log("t type is: " + t.IsInterface + ":" , "green");
}
}
我添加了测试代码,第一个log有,后面一个一直打印不出来,是热更工程里面的getinterface返回不对吗?Unity 2018.2.3f1 vs2017

继承AWindow 和 MonoBehaviour 的Window,是否可以共存混用

因为旧项目原因,一次性改动太大,想分批改动Window界面
在想 AWindow 和 MonoBehaviour ,是否可以共存混用
测试如下:

  1. Window_Login 继承AWindow
    TestMonoView : MonoBehaviour
  2. 打AB包,上传到服务器
  3. 逻辑如下,Login 界面 创建 MonoView 界面,然后在返回 MonoView 界面,点击返回,调用 UIManager.Inst.ShowWindow(WinEnum.Win_Login); 报错了,断点调试后发现UIManager.Inst` 竟然重新new对象了( UIManager.Inst 在前面已经初始化,这是单例)

过来请教一下

  1. AWindow 和 MonoBehaviour ,是否可以共存混用 ?
    其他项目若要使用BD, 可能也会遇到这种情况,否则可能要一次性全部改完,累....
  2. 为什么 UIManager.Inst 会new了两次?
    感觉像是两份独立空间?一个在BDFramework new , 另一个在Mono 这里new了一份,不是同一个?
  3. 在代码 Editor 模式下,执行正常,但在 Persistent 就报这个错了
  4. 在MonoBehaviour 可以在编辑器模式下断点调试,但BD 的代码不能断点调试?

谢谢~~

附图如下:
5555

资源热更 增量更新bug

A依赖B时 B改变 A不做任何变化时 打包出的AssetBundle两个资源也都会改变(AssetBundle包的md5有改变) 但现在的机制会跳过A 导致加载旧的A的AssetBundle包时 丢失对B的引用
测试环境 2019.1.11
A为Cube B为材质

更多模块封装

本地化,网络,web, 对象池,音效特效管理,配置等等有计划加上么

如何加载TP图集( 兼容 Resources.LoadAll 接口 )

官方文档写的是图集采用SA方案
但目前项目已经使用了TP方案,若修改SA方案估计有点难
替换旧接口【Resources.LoadAll】,比如
Object[] allObj = Resources.LoadAll("Art/Cans/CansPack", typeof(UnityEngine.Sprite));
却发现BResoureces 只有单个图片读取Load ....

请问下,该怎么兼容 Resources.LoadAll 接口?

Nuget的库报错

Nuget报错,然后assembly.GetTypes() 用不了了。。。。。
Unloading broken assembly Packages/com.popo.bdframework/Nuget/Microsoft.CodeAnalysis.Analyzers.3.3.2/analyzers/dotnet/cs/Microsoft.CodeAnalysis.Analyzers.dll, this assembly can cause crashes in the runtime

image
这个选了4.X
image
mac机器

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