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package.json
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{
"name": "com.unity.addressables",
"displayName": "Addressables",
"version": "2.3.7",
"unity": "2023.1",
"description": "The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked \"addressable\", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.\n\nUse 'Window->Asset Management->Addressables' to begin working with the system.\n\nAddressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.\n\nFor usage samples, see github.com/Unity-Technologies/Addressables-Sample",
"keywords": [
"asset",
"resources",
"bundle",
"bundles",
"assetbundles"
],
"dependencies": {
"com.unity.scriptablebuildpipeline": "2.2.4",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.profiling.core": "1.0.2"
},
"_upm": {
"changelog": "- The group edit window saves sort order and enabled columns. Groups are not sorted but can be reordered by dragging and dropping and that state is saved. This ordering has been moved to the Addressables data folder into the file AddressableAssetGroupSortSettings. This file can be added to .gitignore for per user sorting, or can be checked into version control for team sorting.\n- Fix \"IndexOutOfRangeException\" console message when assigning an addressable SpriteAtlas to an AssetReferenceSprite.\n- Make SubObjectGUID an Editor only field. It would not work properly at Runtime due to the lack of AssetDatabase, but this makes it explicit at compile time.\n- Switch the Runtime key to never use the SubObjectGUID and always use SubObjectName for subobjects.\n- CheckCatalogUpdate now returns 1 when there is an update available.\n- CanBuildPlayer has been switched to using the Bee postprocessor and should return better error messages on failure."
},
"upmCi": {
"footprint": "d473d07b7122b128aa3ece7ffe4d79f271e62919"
},
"documentationUrl": "https://docs.unity3d.com/Packages/[email protected]/manual/index.html",
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/Addressables.git",
"type": "git",
"revision": "e3d95345964b4d77108e55b92792b847069e2e62"
},
"samples": [
{
"displayName": "Addressables Utility",
"description": "This sample contains a set of utility functions for Addressables.",
"path": "Samples~/AddressablesUtility"
},
{
"displayName": "ComponentReference",
"description": "This sample creates an AssetReference that is restricted to having a specific Component. See the ComponentReference sample project located at github.com/Unity-Technologies/Addressables-Sample",
"path": "Samples~/ComponentReference"
},
{
"displayName": "Custom Analyze Rules",
"description": "This sample shows how to create custom AnalyzeRules for use within the Analyze window. Both rules follow the recommended pattern for adding themselves to the UI. See the Custom Analyze Rules sample project located at github.com/Unity-Technologies/Addressables-Sample",
"path": "Samples~/CustomAnalyzeRules"
},
{
"displayName": "Custom Build and Playmode Scripts",
"description": "Example custom build and play mode scripts provided. Along with a README discussing how to add them to the Addressables system.",
"path": "Samples~/CustomBuildAndPlaymodeScripts"
},
{
"displayName": "Disable AssetImport on Build",
"description": "A script that disables asset importing during a player build. This improves build performance since AssetBundles are copied into StreamingAssets at build time.",
"path": "Samples~/DisableAssetImportOnBuild"
},
{
"displayName": "Import Groups Tool",
"description": "A tool that imports group assets (for example from a custom package) to the current project.",
"path": "Samples~/ImportExistingGroup"
},
{
"displayName": "Prefab Spawner",
"description": "A basic script that instantiates and destroys a prefab AssetReference.",
"path": "Samples~/PrefabSpawner"
}
]
}