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Yooasset版本:2.2.4-preview。Unity2021.3.14f1,平台WebGL,windows都测试遇到以下问题: void Start() { StartCoroutine(Run()); }
IEnumerator Run() { // 初始化资源系统 YooAssets.Initialize(); // 创建默认的资源包 var package = YooAssets.CreatePackage("DefaultPackage"); // 设置该资源包为默认的资源包,可以使用YooAssets相关加载接口加载该资源包内容。 YooAssets.SetDefaultPackage(package); yield return InitPackage(package); yield return RequestPackageVersion(); yield return UpdatePackageManifest(); //5.资源包下载 Debug.LogError("5. 资源包下载"); yield return Download(); //6.加载场景 var handle = package.LoadSceneAsync("Main");//不用加后缀 yield return handle; Debug.LogError($"Scene name is {handle.SceneName}"); //7.加载预制体 AssetHandle handle0 = package.LoadAssetAsync<GameObject>("Block");//不用加后缀 yield return handle0; GameObject go = handle0.InstantiateSync(); Debug.LogError($"Prefab name is {go.name}"); } 上面的代码,在执行LoadSceneAsync加载场景后,yield return handle之后的代码Debug.LogError($"Scene name is {handle.SceneName}");执行不到,会阻塞。
The text was updated successfully, but these errors were encountered:
是否有错误日志?
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我和你存在同一个问题、我这边的原因是打包资源过程中,没有将运行场景用到的脚本代码带入(主包)或者(热更新资源包),造成加载场景之后、场景初始化时系统卡死。你可以看看你的项目打包资源,是否包含了运行时候的资源。
标记为bug,请不要关闭该issue
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Yooasset版本:2.2.4-preview。Unity2021.3.14f1,平台WebGL,windows都测试遇到以下问题:
void Start()
{
StartCoroutine(Run());
}
The text was updated successfully, but these errors were encountered: