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## [0.0.27-preview] - 2018-05-31
 - fixed ResourceManager initialization to work as the stand-alone player
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Unity Technologies committed May 30, 2018
1 parent fdc03f1 commit db735ed
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3 changes: 3 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -4,6 +4,9 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [0.0.27-preview] - 2018-05-31
- fixed ResourceManager initialization to work as the stand-alone player

## [0.0.26-preview] - 2018-05-24
- re-added Instantiate(AssetReference) for the sake of backwards compatability.

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5 changes: 4 additions & 1 deletion Runtime/Addressables.cs
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Expand Up @@ -146,11 +146,14 @@ private static void InitializeResourceManager()
{
if (s_initializationOperation != null)
return;
var playMode = (ResourceManagerRuntimeData.EditorPlayMode)PlayerPrefs.GetInt("AddressablesPlayMode", 0);

int playModePref = PlayerPrefs.GetInt("AddressablesPlayMode", (int)ResourceManagerRuntimeData.EditorPlayMode.PackedMode);
var playMode = (ResourceManagerRuntimeData.EditorPlayMode)playModePref;
if (playMode == ResourceManagerRuntimeData.EditorPlayMode.Invalid)
return;
if (!Application.isPlaying)
Debug.LogWarning("Addressables are not available in edit mode.");

s_releaseInstanceAction = ReleaseInstance;
s_recordAssetAction = RecordObjectLocation;
s_recordAssetListAction = RecordObjectListLocation;
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2 changes: 1 addition & 1 deletion package.json
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@@ -1,7 +1,7 @@
{
"name": "com.unity.addressables",
"displayName": "Addressables System",
"version": "0.0.26-preview",
"version": "0.0.27-preview",
"unity": "2018.2",
"description": "Our new Addressable Asset System allows the developer to ask for an asset via its address and get back the thing that resides at that 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\nThe Addressable Asset System uses asynchronous loading to support loading from any location with any collection of dependencies. Whether you are using direct references, traditional asset bundles, or Resource folders, addressable assets provide a simpler way to make your game more dynamic. The Addressable Asset System simultaneously opens up the world of asset bundles while managing all the complexity.",
"keywords": ["asset", "resources", "bundle", "bundles", "assetbundles"],
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