Releases: xpTURN/AssetLink
Releases · xpTURN/AssetLink
v2.0.5
v2.0.4
Changed
- AssetLinkSpawner / AssetRefSpawner: Logic improved. Serialize first load so only one LoadAssetAsync runs; concurrent callers reuse and await the same OperationHandle.
- SpawnAsync: Added overloads that take a
countargument to spawn multiple instances at once (SpawnAsync(int count, ...)→GameObject[]). - Tests: Added AssetLinkSpawnerTests, AssetRefSpawnerTests test cases.
v2.0.3
Changed
-
AddressablesTracker (Runtime)
- UnityEngine.Object IsMissing check: Treats
owneras missing when it is aUnityEngine.Objectthat has been destroyed (unityObj == null).
- UnityEngine.Object IsMissing check: Treats
-
AddressablesTrackerWindow (Editor)
- CaptureSnapshotCoroutine improvements: Call
Resources.UnloadUnusedAssets()before capturing the snapshot (avoids blocking the editor).
- CaptureSnapshotCoroutine improvements: Call
-
README: Added AssetLinkScene(AssetRefScene) Usage section, Memory Leak Detection (LeakScenario/DoTrack) examples, and notes.
-
Samples: Added ExampleSimple.cs, ExampleSpawner.cs, LeakScenario.cs; updated DoTrack (DetectAndReportLeaks, DoLeakScenario, scene unload), DeclaringLinks, DoTrackEditor.
v2.0.2
Changed
-
AddressablesTracker (Runtime)
- UnityEngine.Object IsMissing check: Treats
owneras missing when it is aUnityEngine.Objectthat has been destroyed (unityObj == null).
- UnityEngine.Object IsMissing check: Treats
-
AddressablesTrackerWindow (Editor)
- CaptureSnapshotCoroutine improvements: Capture snapshot after calling
Resources.UnloadUnusedAssets()before taking the snapshot.
- CaptureSnapshotCoroutine improvements: Capture snapshot after calling