Unity在Windows选项下没有Auto Streaming

文章讲述了用户在Unity个人版2021.2.5f1c1中遇到的AutoStreaming插件问题,尝试过网上推荐的方法但未成功。最终,作者发现从官方文档获取的解决方案有效,即手动在manifest.json中添加com.unity.autostreaming包。

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Unity Auto Streaming插件

我用的版本是个人版免费版,版本号是:2021.2.5f1c1,我的里边Windows下看不到Auto Streaming选项,就像下边这张图一样

在这里插入图片描述

按网上说的不太好使

  1. 网上说的是现在Edit->Project Settings里选择Package Manager
    把里边的Enable Preview Packages选项选上,如下图。
    在这里插入图片描述
  2. 然后回到Windows->Package Manager里就能搜到了,但是我的还是搜不到,呵呵,如下图。
    在这里插入图片描述
  3. 但是我在Built-In里能搜到,并且是启用状态,但是我的Windows项下就是没有Auto Streaming选项,跟第一张图那样。
    在这里插入图片描述

最终解决方案

还是从官网找到的,搜了好久关键字才匹配上。
官方地址:
https://docs.unity.cn/cn/Packages-cn/com.unity.autostreaming@0.1/manual/FAQ.html#:~:text=%E9%87%8D%E6%96%B0%E6%89%93%E5%BC%80%E5%B7%A5%E7%A8%8B%201%20%E6%89%93%E5%BC%80%E7%9B%AE%E5%BD%95%20C%3A%2FUsers%2F%E7%94%A8%E6%88%B7%E5%90%8D%2FAppData%2FLocal%2FUnity%2Fcache%2Fnpm%2Fpackages-v2.unity.cn%2Fpackages-v2.unity.cn%202,%E5%88%A0%E9%99%A4%20com.unity.autostreaming%20%E5%92%8C%20com.unity.autostreaming.ccd%203%20%E9%87%8D%E6%96%B0%E6%89%93%E5%BC%80%E5%B7%A5%E7%A8%8B

我使用的是最后一句话好使的,前边删除缓存文件夹的方式不好使。方案2好使,方案1不好使。
方案 2: 手动添加 Package

打开工程文件 Packages/manifest.json
添加 “com.unity.autostreaming”: “0.1.0-preview.1”

在这里插入图片描述

添加之后不用重启项目,直接就好使了
在这里插入图片描述

The complete Visual Behaviour Authoring framework for Unity, empowering you to create advanced AI Behaviours and Logic, including three separate, fully featured, yet seamlessly interchangeable modules for you to choose and easily add in your game: • Behaviour Trees • Hierarchical State Machines • Dialogue Trees NodeCanvas is a production ready framework used by many awesome games including Kim, Pamela, Hurtworld, Shroud of the Avatar, Kingdom and Ghost of a Tale. [Games Showcase] Feature Highlights ------------------------------------- • Choose the right tool for the task at hand. • Design reactive Behaviour Trees and Hierarchical State Machines within an intuitive, designer friendly visual node editor: (Full Undo/Redo, Zoom In/Out, Multi-selection, Duplication, Copy/Pasting, JSON Import/Export, Groups, Comments and more) • Use local & global variables of any type, visually or in code, for creating reusable and actor-oriented, parametric behaviours, optionally saving and loading those variables between gaming sessions. • Data Bind variables with any component property of any type directly. • Sync variables automatically over the network using UNET, for creating multiplayer games. • Visually Debug behaviours with realtime, colorful and informative runtime debugging. • Live Edit everything while in play mode to perfectly understand your design goals and how to achieve them. • Utilize any existing code directly with advanced and extremely fast Reflection Tasks, automatically integrating Unity's and 3rd Party asset APIs. • Work with Lists/Arrays, Enums, Interfaces and pretty much ANY Variable Type you need out-of-the-box. • React to world changes and transfer data using the built-in Event System. • Reuse and Bind made behaviours among any number of different agents. • Organize your designs using Behaviour Sub-Trees and Sub-State Machines. • Extend NodeCanvas Framework to create your own Actions, Conditions, Nodes or even completely new modules with the e
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