Unity Version 6000.0.30f1
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var prefab = await Addressables.LoadAssetAsync<GameObject>(AssetKey);
var results = await Object.InstantiateAsync(prefab, parent, position, rotation);
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var prefab = await Addressables.LoadAssetAsync<GameObject>(AssetKey);
var results = await Object.InstantiateAsync(prefab, parent, position, rotation);
1.6.2在Android平台仍然有偶发的报错并且出错概率比上一个版本更高了,另外Restart也失效了。
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public virtual bool HasFields => _Fields.Count > 0;
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public override bool HasFields => base.HasFields || (_BaseType?.HasFields ?? false);
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instanceTypeCache = this;
在1.6.3中,我经过多次实验,目前可以确定这个问题不会在编辑器中报错,会在Android平台报错,Object.InstantiateAsync和Object.Instantiate与报错无关,只使用handle = Addressables.LoadAssetAsync<T>(AssetKey)不Instantiate仍然会报错,若再增加一句handle.WaitForCompletion()则不会报错。
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private static object s_Lock = new object();
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lock (s_Lock) {
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}