EasyLoader View on Asset Store (opens in new tab)

Package details

Latest version
1.0.4
Last updated
First released
Unity version
2019.4.25 or later
Package size
2.1 MB
Files
383
Favorites
13
Views in the past week
8

Price tracking

Last checked
Tracked since
Lowest recorded
$15.00 on

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EasyLoader

by wing (opens in new tab)

4.8 / 5 · 4 ratings

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4 stars 1
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Discount -50% Previous price $30.00 Price $15.00

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Price history

Last 6 months

USD
Price history for EasyLoader, 6 months Current $15.00; lowest $15.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

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EasyLoader screenshot 1

EasyLoader screenshot 1

About this asset

EasyLoader
Forum
Manual
API Doc
This is a out-of-the-box asset toolset;
* you can use this for load asset from anywhere, like resources/editor/streaming/persistent data path or web url;
* you can hotfix your assets by hotfix manager with auto resource version
Main Features
* Support platform(tested) Android/iOS/Windows/MacOS/WebGL;
* Uniform asset access url and interface;
* Visible asset manager and packer;
* Support without package assetbundle in editor mode;
* Support Editor player assetbundle using, easy to check asset in editor mode;
* Supoort async load;
* Support sync load;
* Support web url load;
* Memory cache support;
* Disk cache support;
* Hotfix manager;
* Redundancy assets checker;
Quick Start
* Step 1: Create asset project
* Step 2: Click asset project then open asset manager, drag asset folder to asset manger window as Package Sets
* Step 3: Set Package Sets' File Mode then get asset packages
* Step 4: Create Mapper file
* Step 5: Initial
// use async mode need add ASYNC_SUPPROT define
await ResourceManager.Instance.InitialAsync();
* Setp 6: Load Sprite by path
var sprite = await ResourceManager.Instance.LoadAssetAsync<GameObject>("test.prefab");
Or alias name with:
var sprite = await RM.LoadSpriteFromAtlasAsync<Sprite>("icons.spriteatlas", "icon_01.png");
Build
* Add USE_BUNDLE macro in "Player Settings/Scripting Define Symbols"
* Need write some code to copy your files from streamingAssetPath to persistentDataPath, or you can set:
ResourceManager.assetFromStreamingAssetPath = true;
Then will load data from streamingAssetPath.
* Build your application.
* When you want async support, please add ASYNC_SUPPROT macro.
Contact me at [email protected]

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2021.3.23f1c1 Compatible Not listed Not listed
2019.4.25f1c1 Compatible Not listed Not listed

As listed on the Asset Store.