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Memory management system for Unity's Addressable Asset System. Provides lifetime management system for loaded resources, object pooling system, and preloading system.
In the Addressable Asset System, you need to explicitly release the loaded resources when they are no longer needed.
// Load.
var handle = Addressables.LoadAssetAsync<GameObject>("FooPrefab");
await handle.Task;
// Release.
Addressables.Release(handle);
If you forget to release, it can cause memory leaks and serious problems such as application crashes. However, such an implementation is easy to forget to release, and it is difficult to notice when you forget it.
Addler solves this problem by binding the lifetime of the loaded resource to a GameObject, for example, as follows. When the associated GameObject is destroyed, the resource is automatically released.
var fooObj = new GameObject();
// Load and bind the lifetime of the resource to fooObj.
// The asset will be released at the same time the fooObj is destroyed.
Addressables.LoadAssetAsync<GameObject>("BarPrefab").BindTo(fooObj);
In the above code, the resource is released as soon as the fooObj is destroyed.
Addler also provides Preloading feature that preloads resources and gets them synchronously, and Object Pooling feature that pools prefab instances and uses them.
Further, you can bind these lifetimes to GameObjects and so on to prevent forgetting to release them.
Thus, Addler is a library for proper memory management of resources in Addressable*.
- Unity 2020.3 or higher.
- Addressables is installed.
- Open the Package Manager from Window > Package Manager
- "+" button > Add package from git URL
- Enter the following
Or, open Packages/manifest.json and add the following to the dependencies block.
{
"dependencies": {
"com.harumak.addler": "https://github.com/Haruma-K/Addler.git?path=/Assets/Addler"
}
}
If you want to set the target version, specify it like follow.
One of Addler's basic features is lifetime binding. This binds the lifetime of the resource to GameObject and so on, to release it automatically and reliably.
To bind the lifetime of the resource to GameObject, use the BindTo method as follows.
// Load the resource and bind the lifetime to gameObject.
var handle = Addressables
.LoadAssetAsync<GameObject>("FooPrefab")
.BindTo(gameObject);
await handle.Task;
var prefab = handle.Result;
// Destroy gameObject and release the resource.
Destroy(gameObject);
Now, the resource is released as soon as the gameObject is destroyed.
You can bind the lifetime to non-GameObject as well.
To do so, create a class that implements IReleaseEvent
interface and pass it to BindTo
method.
Addler provides the implementation of IReleaseEvent
for the ParticleSystem.
As the example of IReleaseEvent
implementation, show it below.
using System;
using Addler.Runtime.Core.LifetimeBinding;
using UnityEngine;
[RequireComponent(typeof(ParticleSystem))]
public sealed class ParticleSystemBasedReleaseEvent : MonoBehaviour, IReleaseEvent // Implement IReleaseEvent
{
[SerializeField] private ParticleSystem particle;
private bool _isAliveAtLastFrame;
private void Awake()
{
if (particle == null)
particle = GetComponent<ParticleSystem>();
}
private void Reset()
{
particle = GetComponent<ParticleSystem>();
}
private void LateUpdate()
{
var isAlive = particle.IsAlive(true);
if (_isAliveAtLastFrame && !isAlive)
ReleasedInternal?.Invoke();
_isAliveAtLastFrame = isAlive;
}
event Action IReleaseEvent.Dispatched
{
add => ReleasedInternal += value;
remove => ReleasedInternal -= value;
}
private event Action ReleasedInternal;
}
In Addressable Asset System, resources are loaded asynchronously.
// Asynchronous loading
var handle = Addressables.LoadAssetAsync<GameObject>("fooPrefab");
await handle.Task;
However, in some cases, you want to get pre-loaded resources synchronously. You can do this with preloader.
The preloading feature is provided by the Preloader class. Below is an example of how to use it.
using System;
using System.Collections;
using Addler.Runtime.Core.Preloading;
using UnityEngine;
public sealed class Example : MonoBehaviour
{
private IEnumerator PreloadExample()
{
var preloader = new AddressablePreloader();
// Preload
{
var progress = new Progress<float>(x => Debug.Log($"Progress: {x}"));
// Preload by address.
yield return preloader.PreloadKey<GameObject>("fooAddress", progress);
// You can also preload by label.
yield return preloader.PreloadKey<GameObject>("fooLabel", progress);
// You can also preload multiple keys at once.
yield return preloader.PreloadKeys<GameObject>(new[] { "barAddress", "bazAddress" }, progress);
}
// Get the preloaded object.
{
// Get by address.
preloader.GetAsset<GameObject>("fooAddress");
// Get multiple assets by label.
preloader.GetAssets<GameObject>("fooLabel");
}
// Dispose the preloader and release all the assets.
preloader.Dispose();
}
}
You can preload resources of the keys in the argument by calling AddressablePreloader.PreloadKey()/PreloadKeys()
.
And you can get the preloaded resources synchronously by AddressablesPreloader.GetAsset()
method.
And all resources are released by AddressablePreloader.Dispose()
method.
You can also bind the lifetime of the preloader.
// Bind the lifetime of the preloader to the GameObject.
// When gameObject is destroyed, the preloader will be disposed and release all the assets.
var preloader = new AddressablePreloader().BindTo(gameObject);
All resources will be released when the preloader lifetime expires.
As a rule for preloading, the "key type specified at preloading" and the "key type specified when retrieving the preloaded resource" must match.
For example, if label A, which contains the assets at address A, is specified at the time of preloading, label A must also be specified at the time of retrieving. It is not possible to specify address A.
This is because, due to the specification of Addressable Asset System, there is no way to synchronously retrieve the key (Primary Key) pointed to by the address, label, or AssetReference.
If you want to support this case, you can use Synchronous Workflow that is added in Addressable Asset System 1.17.1. However, this feature waits synchronously until all running AsyncOperations are finished, so be careful when using it.
Unity uses manu GAmeObjects instantiated from Prefabs. However, instantiating and destroying is expensive, so they often cause performance problems.
In cases where many instances of the same Prefab are created, such as bullets, it is possible to prevent performance degradation by creating a certain number of instances in advance and using them. This is called object pooling.
The preloading feature is provided by the AddressablePool
class.
Below is an example of how to use it.
using System;
using System.Collections;
using Addler.Runtime.Core.Pooling;
using UnityEngine;
public sealed class Example : MonoBehaviour
{
private IEnumerator PoolExample()
{
// Create a new pool with key of the GameObject.
var pool = new AddressablePool("fooPrefab");
// Create instances in the pool.
var progress = new Progress<float>(x => Debug.Log($"Progress: {x}"));
yield return pool.Warmup(5, progress);
// Get an instance from the pool.
var pooledObject = pool.Use();
var instance = pooledObject.Instance;
// Return the instance to the pool.
pool.Return(pooledObject);
//pooledObject.Dispose(); // You can also return the instance by disposing the pooled object.
// Destroy the pool and release all instances.
pool.Dispose();
}
}
When you call AddressablePool.WarmupAsync()
, as many instances of prefab as you pass in the argument will be created.
To get an instance from the pool, use the AddressablePool.Use()
method to get the PooledObject
.
You can get an instance from the Instance
property of this.
To return the instance to the pool, call AddressablePool.Return()
or PooledObject.Dispose()
.
When the pool is no longer needed, call AddressablePool.Dispose()
.
All instances will be destroyed and the resources will be released.
You can also bind the lifetime of the object pool and the lifetime of instances retrieved from it.
using System.Collections;
using Addler.Runtime.Core.Pooling;
using UnityEngine;
public sealed class Example : MonoBehaviour
{
private IEnumerator PoolExample()
{
// Bind the lifetime of the pool to GameObject.
// If gameObject1 is destroyed, the pool will be disposed.
var pool = new AddressablePool("FooPrefab")
.BindTo(gameObject1);
yield return pool.Warmup(5);
// Bind the lifetime of the instance to GameObject.
// If gameObject2 is destroyed, the instance will be returned to the pool.
var instance = pool
.Use()
.BindTo(gameObject2)
.Instance;
}
}
When the lifetime of an instance expires, it will be returned to the pool. When the lifetime of the object pool expires, all instances will be destroyed and released.
If you do not use Preloading or Object Pooling, you can disable them and exclude them from the compilation. To disable them, set the following Scripting Define Symbols in the Player Settings.
- ADDLER_DISABLE_PRELOADING : Disable Preloading.
- ADDLER_DISABLE_POOLING : Disable Object Pooling.
In Preloading / Object Pooling, you can use coroutine to wait for the asynchronous operation. You can use UniTask too
- Install UniTask.(There are several ways to install.)
- (Only if you install 1. not via Package Manager) Add
ADDLER_UNITASK_SUPPORT
to Scripting Define Symbols and restart Unity. - Now you can use the UniTask version methods such as
AddressablePool.WarmupAsync
.
This software is released under the MIT License. You are free to use it within the scope of the license, but the following copyright and license notices must be displayed when using it.
In addition, the table of contents of this document was created using the following software
See Third Party Notices.md for details on these licenses.