技能创建器
skill-creator
创建、改进和评估自定义技能,把专业流程转化为可重复使用的 AI 能力。
unity-addressables【数据与研究】Unity Addressables — AssetReference, async loading, labels, groups, build profiles, remote content, Cloud Content Delivery integration, content catalogs and updates. USE WHEN: replacing `Resources.Load`, async asset loading, scene streaming, remote content, DLC delivery, runtime asset hot-swap, splitting builds for size. DO NOT USE FOR: editor-time…
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name: unity-addressables description: | Unity Addressables — AssetReference, async loading, labels, groups, build profiles, remote content, Cloud Content Delivery integration, content catalogs and updates.
USE WHEN: replacing Resources.Load, async asset loading, scene streaming,
remote content, DLC delivery, runtime asset hot-swap, splitting builds for
size.
Resources/ includes everything in build → forces every asset in memory.public class EnemySpawner : MonoBehaviour {
[SerializeField] private AssetReferenceGameObject enemyPrefab;
[SerializeField] private Transform spawnPoint;
public async void Spawn() {
AsyncOperationHandle<GameObject> handle =
enemyPrefab.InstantiateAsync(spawnPoint.position, Quaternion.identity);
var enemy = await handle.Task;
// listen for destroy → release
enemy.GetComponent<Enemy>().Killed += () => Addressables.ReleaseInstance(enemy);
}
}
InstantiateAsync reference-counts; release with ReleaseInstance to free memory.
var handle = Addressables.LoadAssetsAsync<AudioClip>("music", null);
var clips = await handle.Task; // all assets with label 'music'
// later
Addressables.Release(handle);
Set in Window > Asset Management > Addressables > Profiles. CI builds invoke Addressables.BuildPlayerContent() or AddressablesPlayerBuildResult.
addressables_content_state.bin (commit).Build > Update a Previous Build → produces incremental bundles → upload to CDN. Player downloads the new catalog on launch.| Anti-pattern | Fix |
|---|---|
Resources.Load for big asset graphs | Migrate to Addressables |
Forgetting to Release | Reference-count leaks → run Profiler memory snapshot regularly |
| Massive single group | Split by usage (per-level, per-language, music vs SFX) |
Sync WaitForCompletion on remote loads | Always async; show loading UI |
| Different bundle compression per platform forgotten | Default LZ4 for all desktop/mobile; Uncompressed for WebGL on tiny assets |
Resources/ folders left in production code pathsaddressables_content_state.bin checked into git