Version: 2019.3
LanguageEnglish
  • C#

LazyLoadReference<T0>

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Serializable lazy reference to a UnityEngine.Object contained in an asset file.

Allows an asset to reference another asset but delays loading the referenced asset until it is used, instead of loading it when the referencing object is deserialized.

Typical use cases:
- For importer settings that need to reference assets but reading the settings from disk cannot load the referenced assets because they may not be imported and are not yet accessible.
- For reducing the time it takes to open a scene by loading only the assets needed for the initial set up, or display, in Edit Mode.

Notes:
- A lazy reference has a slight performance overhead compared to a direct reference.
- In a standalone player, all assets are loaded when the player is loaded, or when asset bundles are loaded.

using UnityEditor.Experimental.AssetImporters;
using UnityEngine;

[ScriptedImporter(1, "foo")] public class FooImporter : ScriptedImporter { public LazyLoadReference<Material> m_DefaultMaterial;

public override void OnImportAsset(AssetImportContext ctx) { // At this point, 'm_DefaultMaterial' may refer to a material that has yet to be loaded into memory

Material mat; if (!m_DefaultMaterial.isSet) // 'isSet' Does not load the referenced material even if not in memory. { mat = new Material(Shader.Find("Transparent/Diffuse")); ctx.AddObjectToAsset("mat", mat); } else { mat = m_DefaultMaterial.asset; // Will load referenced material if it is not already in memory. }

var obj = GameObject.CreatePrimitive(PrimitiveType.Cube); obj.transform.GetComponent<MeshRenderer>().material = mat;

ctx.AddObjectToAsset("main", obj); ctx.SetMainObject(obj); } }

Properties

assetAccessor to the referenced asset.
isBrokenConvenience property that checks whether the reference is broken: refers to an object that is either not available or not loadable.
isSetDetermines if an asset is being targeted, regardless of whether the asset is available for loading.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961