gpt4 book ai didi

ios - 卸载 assetbundle 场景时 Unity iOS 崩溃

转载 作者:行者123 更新时间:2023-11-29 05:26:50 24 4
gpt4 key购买 nike

我已将一些迷你游戏分离到另一个项目中,以便将它们全部加载到一个项目中。我已经使用Unity 2018.4.9版本成功创建了资源包并将它们放入StreamingAssets文件夹中。 Unity编辑器成功加载和卸载场景,但是当我构建IOS时,成功加载场景,没问题,但是当我想卸载它时,它给了我这样的内存错误:

我认为当系统尝试删除与资源包相关的游戏对象时会发生此错误。因为当我想在卸载场景之前删除场景中的所有游戏对象时,它会给出相同的错误。此错误仅发生在 iOS 中,编辑器中不会发生。 Unity Editor 成功卸载资源包场景。这是我加载/卸载资源包及其场景的代码:

运行 UnloadAdditiveScene() 时发生错误

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MarketplaceBundleGameLoader : MonoBehaviour
{
AssetBundle myLoadAssetBundle;
AssetBundle[] assetBundles;
float progress = 0f;
List<GameObject> objectsToBeDisabled;

public bool passingToAnotherScene = false;
public static string bundlePath;
public static MarketplaceBundleGameLoader Instance;
void Awake()
{
if (Instance == null)
{
Instance = this;
objectsToBeDisabled = new List<GameObject>();
DontDestroyOnLoad(gameObject);
}
else
{
DestroyImmediate(gameObject);
}
}

public void AddObjectToBeDisabled(GameObject go)
{
objectsToBeDisabled.Add(go);
}

public void LoadMultipleBundles(params string[] pathes)
{
if (passingToAnotherScene)
{
return;
}
passingToAnotherScene = true;
StartCoroutine(LoadMultipleBundlesTask(pathes));
}

IEnumerator LoadMultipleBundlesTask(params string[] pathes)
{
progress = 0;
assetBundles = new AssetBundle[pathes.Length];
Resources.UnloadUnusedAssets();
yield return FaderManager.Instance.CloseTheatre();
for (int i = 0; i < objectsToBeDisabled.Count; i++)
{
objectsToBeDisabled[i].SetActive(false);
}
SceneManager.LoadScene("BundleGameLoader", LoadSceneMode.Additive);
yield return FaderManager.Instance.OpenTheatre();
for (int i = 0; i < pathes.Length; i++)
{
AssetBundleCreateRequest abcr = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(Path.Combine(StaticVariables.GetStreamingPath(), pathes[i])));
while (abcr.progress < 0.9f)
{
progress = (i / (1f + pathes.Length)) + abcr.progress / (1f + pathes.Length);
yield return new WaitForFixedUpdate();
}
assetBundles[i] = abcr.assetBundle;
}
string[] scenePath = assetBundles[0].GetAllScenePaths();
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(System.IO.Path.GetFileNameWithoutExtension(scenePath[0]), LoadSceneMode.Additive);
asyncLoad.allowSceneActivation = false;
float totalTimer = 0f;
while (asyncLoad.progress < 0.9f)
{

totalTimer += Time.deltaTime;
progress = ((float)pathes.Length / (pathes.Length + 1)) + asyncLoad.progress / (pathes.Length + 1);
yield return null;
}
progress = 1.05f;
float waitDifferenceTime = Mathf.Max(0.1f, 3f - totalTimer);
yield return new WaitForSeconds(waitDifferenceTime);
Resources.UnloadUnusedAssets();
yield return FaderManager.Instance.CloseTheatre();
asyncLoad.allowSceneActivation = true;

AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(SceneManager.GetSceneByName("BundleGameLoader"));
while (asyncUnload.progress < 0.9f)
{
yield return null;
}
passingToAnotherScene = false;
yield return FaderManager.Instance.OpenTheatre();
}


public float GetProgress()
{
return progress;
}

public void UnloadAdditiveScene(string unloadName)
{
StartCoroutine(UnloadAdditiveSceneSceneTask(unloadName));
}

IEnumerator UnloadAdditiveSceneSceneTask(string unloadName)
{
yield return FaderManager.Instance.CloseTheatre();
for (int i = 0; i < assetBundles.Length; i++)
{
assetBundles[i].Unload(false);
}
yield return new WaitForEndOfFrame();
AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(unloadName);
while(!asyncUnload.isDone)
{
yield return new WaitForEndOfFrame();
}
yield return new WaitForEndOfFrame();
SceneManager.SetActiveScene(SceneManager.GetSceneAt(0));
//AssetBundle.UnloadAllAssetBundles(true);
// AssetBundle[] bundles = Resources.FindObjectsOfTypeAll<AssetBundle>();
// //Debug.Log(bundles.Length);
// for (int i = 1; i < bundles.Length; i++)
// {
// bundles[i].Unload(true);
// }
//Resources.UnloadUnusedAssets();
for (int i = 0; i < objectsToBeDisabled.Count; i++)
{
objectsToBeDisabled[i].SetActive(true);
}
objectsToBeDisabled.Clear();

yield return FaderManager.Instance.OpenTheatre();
}

// public void loadScene(string sceneName)
// {
// if(passingToAnotherScene)
// {
// return;
// }
// passingToAnotherScene = true;
// StartCoroutine(loadSceneTask(sceneName));
// }

// public IEnumerator loadSceneTask(string sceneName)
// {
// yield return FaderController.Instance.fadeScreen(0.5f);
// yield return new WaitForSeconds(0.5f);

// SceneManager.LoadScene("SeasonsLoading");

// yield return FaderController.Instance.unfadeScreen(0.5f);
// AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
// asyncLoad.allowSceneActivation = false;
// float totalTimer = 0f;
// while(asyncLoad.progress < 0.9f)
// {
// totalTimer += Time.deltaTime;
// yield return null;
// }
// float waitDifferenceTime = Mathf.Max(0.1f, 3f - totalTimer);
// yield return new WaitForSeconds(waitDifferenceTime);
// yield return FaderController.Instance.fadeScreen(0.5f);
// asyncLoad.allowSceneActivation = true;
// passingToAnotherScene = false;
// yield return FaderController.Instance.unfadeScreen(0.5f);

// //yield return new WaitForSeconds(0.5f);


// }

public void RestartScene(string sceneName)
{
if (passingToAnotherScene)
{
return;
}
passingToAnotherScene = true;
StartCoroutine(RestartSceneTask(sceneName));
}

public IEnumerator RestartSceneTask(string sceneName)
{
yield return FaderManager.Instance.CloseTheatre();
AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(SceneManager.GetSceneByName(sceneName));
while (asyncUnload.progress < 0.9f)
{
yield return null;
}
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
while (asyncLoad.progress < 0.9f)
{
yield return null;
}
passingToAnotherScene = false;
yield return FaderManager.Instance.OpenTheatre();
}


public void ChangeScene(string unloadScene, string loadScene)
{
if (passingToAnotherScene)
{
return;
}
passingToAnotherScene = true;
StartCoroutine(ChangeSceneTask(unloadScene, loadScene));
}

public IEnumerator ChangeSceneTask(string unloadScene, string loadScene)
{
yield return FaderManager.Instance.CloseTheatre();
AsyncOperation asyncUnload = SceneManager.UnloadSceneAsync(SceneManager.GetSceneByName(unloadScene));
while (asyncUnload.progress < 0.9f)
{
yield return null;
}
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(loadScene, LoadSceneMode.Additive);
while (asyncLoad.progress < 0.9f)
{
yield return null;
}
passingToAnotherScene = false;
yield return FaderManager.Instance.OpenTheatre();
}
}

最佳答案

在播放器设置中禁用“剥离引擎代码”选项解决了我的问题。在2018.3.4中,当您禁用此选项时,Xcode会给出链接器错误。但在2019.2.6f,它有效。

关于ios - 卸载 assetbundle 场景时 Unity iOS 崩溃,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58079694/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com