The most efficient way to "wait" is using KVO. You should wait until it will be prepared. Re-start KSP by just clicking on the KSP app file (with the spaceman icon next to it. If that works, and allows you to successfully open the game, Quit back out of the game. Click 'Show Package Contents ->Contents ->MacOS Open the KSP file, shown with a terminal icon next to it. To release assets, use Resources.UnloadUnusedAssets().Loading an AVAsset is asynchronous operation. Right-Click on the KSP.app file, to bring up a menu. If you want to destroy scene objects loaded using Resources.Load() prior to loading another level, call Object.Destroy() on them. After the bundle is destroyed you will not be able to load objects from it any more. In this scenario you would pass false as the parameter.
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The benefit is that you free up memory for other tasks, for instance loading another AssetBundle. Sometimes you may prefer to load an AssetBundle, instantiate the objects desired and release the memory used up by the bundle while keeping the objects around. If you pass true for the unloadAllLoadedObjects parameter, both the objects held internally by the AssetBundle and the ones loaded from the AssetBundle using AssetBundle.LoadAsset() will be destroyed and memory used by the bundle will be released. You can unload resources of an AssetBundle by calling AssetBundle.Unload() or AssetBundle.UnloadAsync(bool). (For example a Material in the Resources folder might reference a Texture outside of the Resources folder) Resource Unloading However many more assets might end up in the “resources.assets” file since they are dependencies. Only assets that are in the Resources folder can be accessed through Resources.Load().
If an asset is already used by another level it is stored in the. More info See in Glossary are stored in a file called resources.assets. For projects, these are considered direct dependencies for packages, these are indirect, or transitive, dependencies. Projects and packages use the dependencies attribute in their manifests to define the set of packages they require. Note:Īll assets found in the Resources folders and their dependencies In the context of the Package Manager, a dependency is a specific package version (expressed in the form that a project or another package requires in order to work.
Whenever you want to load an asset from one of these folders, you call Resources.Load(). You can have multiple Resource Folders organized differently in your Project. To put anything into a Resource Folder, you simply create a new folder inside the Project View, and name the folder “Resources”. Resource Folders are collections of assets that are included in the built Unity player, but are not necessarily linked to any GameObject in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. This will build a file that you can later load dynamically in the runtime by using AssetBundle.LoadAsset(). Bienvenue sur la page d'accueil du forum Kerbal Space Program de. More info See in Glossary to be included in the built file, along with some other options. A GameObject’s functionality is defined by the Components attached to it. In the arguments, you specify an array of Objects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. To build an Asset Bundle, you call BuildPipeline.BuildAssetBundles() from inside an Editor script. These files exist outside of the built Unity player, usually sitting on a web server for end-users to access dynamically. You can have many Asset Bundles and therefore many different external collections of assets.
Asset BundlesĪn Asset Bundle is an external collection of assets. These are files completely separate from the main game file which contain assets to be accessed by the game on demand from a file or URL.
Unity supports Resource Folders in the project to allow content to be supplied in the main game file yet not be loaded until requested.
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Furthermore, you may even want to load assets from a separate file or URL to reduce initial download time or allow for interchangeable game content. For example, there may be a character or other object that can appear in any scene of the game but which will only be used infrequently (this might be a “secret” feature, an error message or a highscore alert, say). In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. In some situations, it is useful to make an asset available to a project without loading it in as part of a scene A Scene contains the environments and menus of your game.