不幸的是,用户在没有告诉我们问题是什么的情况下解决了这个问题。 我们当时的邮件回复是:
“我现在看过你的项目,不幸的是它太大了,无法在合理的时间内进行分析。请从你的项目中删除所有分散注意力的加载逻辑,直到只剩下导致实际问题的部分。”
您是否在资产包中包含了所有 6 个(或更多)骨架资产? 它需要包含纹理、.atlas.txt
文件、.json
或 .skel.bytes
文件以及三个或更多生成的资产(材质、SkeletonDataAsset 和 AtlasAsset)中的所有内容。 如果您将它们拆分为多个资产包,则需要在加载后通过脚本分配引用。
Unfortunately the problem has been fixed by the user without telling us what the issue was. Our email reply back then was:
"I have now had a look at your project, unfortunately it is far too large to be analysed in reasonable time. Please remove all distracting loading logic from your project until only the parts which are causing the actual problem are remaining."
Did you include all 6 (or more) skeleton assets in your asset bundle? It needs to include everything from the textures, the .atlas.txt
file, the .json
or .skel.bytes
file and the three or more generated assets (the materials, the SkeletonDataAsset and the AtlasAsset). If you split these across multiple asset bundles, you will need to assign references via script after loading.