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URLCaching in Unity
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Toru
November 28, 2018
Technology
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220
URLCaching in Unity
Changing asset in released-app made with Unity is not so easy.
This feature changes it.
Toru
November 28, 2018
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Transcript
URLCachingͷ • twitter:@toru_inoue • github:sassembla • Autoya͍ͬͯ͏Unity Framework ࡞ऀ •
࠷ۙIRIAMͬͭʔ৴αʔϏεͬͯ·͢ (͓ख͍తͳҙຯͰ)
Autoya/ URLCaching ࠓ͢͜ͱ
Unityͷৗࣝ AssetBundleͱ͔࡞Βͳ͍ͱ ΞηοτΛߋ৽Ͱ͖ͳ͍ɻ URLCachingɺ͜ͷ෦ʹ ઈົʹޮ͘ɻ
URLCaching
URLCaching ABҎ֎ͷσʔλΛDLͨ͠Γ͠ͳ ͔ͬͨΓͯ͠ʹΩϟογϡɺ దͳAssetͷܗͰར༻Ͱ͖Δ Autoyaͷ1ػೳɻ
URLCaching 1.Web͔ΒσʔλΛऔಘͯ͠ϑΝΠϧԽɺΩϟογϡ Web Device Binary (file cache) byte[ ] DL
store
URLCaching 1.Web͔ΒσʔλΛऔಘͯ͠ϑΝΠϧԽɺΩϟογϡ 2.͖ͳܕʹมͯ͠औΓग़͠ɺΦϯϝϞϦʹΩϟογϡ byte[ ] Device Unity Asset (on memory
cache) Binary (file cache) load convert
URLCaching 1.Web͔ΒσʔλΛऔಘͯ͠ϑΝΠϧԽɺΩϟογϡ 2.͖ͳܕʹมͯ͠औΓग़͠ɺΦϯϝϞϦʹΩϟογϡ 3.దͳ୯ҐͰύʔδͨ͠Γ 4.URLʹରͯ͠ΫΤϦͷมߋͰσʔλΛߋ৽Ͱ͖Δ https://somewhere/image.png?hash=e9e07ad Query
URLCaching 4.URLʹରͯ͠ΫΤϦͷมߋͰσʔλΛߋ৽Ͱ͖Δ https://somewhere/image.png?hash=e9e07ad
URLCaching 4.URLʹରͯ͠ΫΤϦͷมߋͰσʔλΛߋ৽Ͱ͖Δ https://somewhere/image.png?hash=e9e07ad https://somewhere/image.png?hash=kjas80a5 ಉ͡URLͰΫΤϦ෦Λม͑ΔͱɺΩϟογϡࡁΈͷ σʔλʹ͍ͭͯɺurl͔Βͷ࠶औಘΛߦ͏(ߋ৽)ɻ
API public static void Persist_URLCaching_Load<T>( string domain, string url, Func<byte[],
T> bytesToTConverter, Action<T> onLoaded, Action<int, string> onLoadFailed, Dictionary<string, string> requestHeader=null) where T : UnityEngine.Object ͜ͷϝιουҰൃͰɺURLCachingͷͯ͢Λ࣮ߦɻ
public static void Persist_URLCaching_Load<T>( string domain, string url, Func<byte[], T>
bytesToTConverter, Action<T> onLoaded, Action<int, string> onLoadFailed, Dictionary<string, string> requestHeader=null) where T : UnityEngine.Object urlͱ͔ byte[] to Tܕมࣜηοτ࣮ͯ͠ߦ →(ඞཁͳΒurl͔ΒσʔλΛDL) →Tܕσʔλͱͯ͠ඇಉظల։ɻ API
bytes => { var tex = new Texture2D(1, 1); tex.LoadImage(bytes);
var newSprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(.5f, .5f)); return newSprite; } Func<byte[], T> bytesToTConverter ྫ byte[]͔ΒSpriteΛੜͯ͠ฦ͢ͱ͔ͩͱ ͳײ͡ɻ
࣮༻ྫ ৴ऀը૾Ұཡ
࣮༻ྫ ৴ऀը૾Ұཡ ৴ऀ͞Μͨ͘͞Μ͍Βͬ͠ΌΔɻ ը૾ͷߋ৽৴ऀ͞Μଆɻ มߋ͕͋Δͨͼʹશ෦ABԽ͢Δ? Noͩɺ͠ΜͲ͍ɻ →URLCachingͰղܾɻ
࣮༻ྫ ࢹௌऀϥϯΩϯά
࣮༻ྫ ࢹௌऀϥϯΩϯά ϢʔβʔʹΞΠίϯͱ͔͋ͬͯ ͜Ε͕·ͨશһࣗ༝ʹߋ৽Ͱ͖Δɻ ͜͜ͰURLCachingɻ Ϣʔβʔ͕ը૾Λߋ৽͢Δͨͼ URLͷquery෦͕มΘͬͯɺ ͍͍ײ͡ʹը૾͕ߋ৽ɺΩϟογϡɻ
• ແਚଂʹσʔλ͕૿͑Δ • ແݶʹσʔλ͕ߋ৽͞ΕΔ • AssetBundleʹͨ͘͠ͳ͍/Ͱ͖ͳཻ͍ • APIͱ͔͔ΒURL͕Β͑Δ URLCaching͕͍ͯΔͱ͜Ζ
URLCaching͕͍ͯΔͱ͜Ζ Pros: ɾURL͕͋ΕΞηοτ͕औಘͰ͖Δ ɾΩϟογϡͰ͖Δ ɾABͷΑ͏ͳϏϧυෆཁ(ѹॖͱ͔͢ΔͳΒผ) ɾURLύϥϝʔλ࣍ୈͰߋ৽Ͱ͖Δ (AssetBundle <<< खܰ͞ͷน <<<
URLCaching)
URLCaching͕͍ͯΔͱ͜Ζ Cons: ɾURL͕ඞਢ(ͭ·Γ୭͔͕URLΛฦ͢ඞཁ͕) ɾల։࣌ʹͬͺϝϞϦ৯͏(࠷దͳABʹউͯͳ͍) ɾCRCνΣοΫͱ͔ແ͍ͷͰਓྗ(broken or not) ɾABͱಉ༷Unload͢Δͷਓྗ (AssetBundle >>>
࣮ߦޮͷน >>> URLCaching)
Happy URLCachingʂ
Unityͷ2017͋ͨΓ͔ΒՃ͞ΕͨAPIͰɺDownloadHandlerFile ͱ͍͏ͷ͕͋ͬͯɻ https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerFile.html URLCachingʹ͍ͬͯΔɻ ͜ΕΛ͏ͱɺUnityͷC#ϨΠϠΛ伵·ͣ͞ʹωΠςΟϒͷϑΝΠϧγεςϜʹରͯ͠μΠϨΫτʹ Web͔ΒDLͨ͠ϑΝΠϧΛੜͰ͖Δɻ ͭ·Γ Web -> C#
-> ϑΝΠϧγεςϜ Ͱͳ͘ɺ Web -> ϑΝΠϧγεςϜ ͱΔ͜ͱͰɺͳΜͱ͍͏͔ແବͳྗΛফͤΔɻ ͪͳΈʹϚδͰC#্ʹσʔλΛల։͠ͳ͍ͨΊɺWebRequestͷdataͱ͔Λಡ͏ͱ͢Δͱ Unsupported PlatformΤϥʔ͕ͰΔపఈͬΓɻ ಠࣗʹAssetBundleΛDL͢Δͷʹ͑Δɻ ͳʹΑΓUnity͕ϝϯςͯ͘͠ΕΔωΠςΟϒϨΠϠͷૢ࡞Λߦ͑ΔAPIͳͷͰɺ ࠓ·ͰʮUnityͰWeb͔ΒԿ͔ΛDL͢ΔͱσʔλͷίϐʔͰϝϞϦ͕ʙʯΈ͍ͨͳΛײͯͨ͡ਓʹ ͏͚ͬͯͭɻ ͓·͚:εςΩٕज़ʹ͍ͭͯ
͓·͚ͷ͓·͚ URLCachingCDNͱ͔Ͱ͑ΔTemporaryURLͷ ར༻αϙʔτ͍ͯ͠Δɻ ύοͱݴ͏ͱɺΩʔͱURLΛผʹ࣋ͭ͜ͱ͕Մೳɻ ΩʔͷΫΤϦ͕มΘͬͨΒɺಉ͡Ωʔʹରͯ͠ ผͷURL͔ΒσʔλΛDL͢Δɺͱ͍͏ڍಈ͕ Ͱ͖Δɻ