网络联机游戏解决方案---Unity制作的联机赛车游戏,服务端为SpringBoot + Mybatis Plus;后台为Vue + Element;游戏端采用QFramework框架,Addressable+HybridCLR实现热更新,支持KCP和WebSocket网络。
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Updated
Jun 12, 2026 - C#
网络联机游戏解决方案---Unity制作的联机赛车游戏,服务端为SpringBoot + Mybatis Plus;后台为Vue + Element;游戏端采用QFramework框架,Addressable+HybridCLR实现热更新,支持KCP和WebSocket网络。
A rule-based addressable asset importer
Unity Scene References for Runtime and Editor. Strongly typed, robust, and reliable. Provides GUID, Path, Build Index, Name, and Address.
Production-ready modular Unity framework: UE-inspired Gameplay Ability System, zero-GC core, HybridCLR hot-update, Luban config pipeline, data-driven build & atlas workflows. DI-friendly, deterministic, cross-platform, CI-ready. 生产级模块化 Unity 框架:类虚幻引擎 GAS 玩法能力系统 · 零 GC 核心 · HybridCLR 热更新 · Luban 配置管线 · 数据驱动构建与图集工作流。DI 友好 · 确定性构建 · 跨平台 · CI 就绪。
UNITY engine RPG framework
Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.
Memory management system for Unity's Addressable Asset System. Provides lifetime management system for loaded resources, object pooling system, and preloading system.
Assemblies hotfix with unity addressable , for windows and android , both mono and IL2CPP scripting backend,IL2CPP hotfix powered by wolong(HybridCLR)
BuildLayout Explorer for Unity 2019.3 and newer allows you to inspect the buildlayout.txt report that is generated by Addressables.
Automatic addressing system for Unity Addressable Asset System.
A set of classes to convert Unity Addressables callbacks/coroutine workflow to async/await with UniTask.
Addressables extended with the ability to build multiple catalogs, ideal for traditional DLC purposes.
Bringing clarity to Unity's Addressables system
Manage Addressables using Sync, Async(.NET / UniTask), Coroutine, Lifetime Managing systems with results caching
Modular Addressables and Zenject-based Unity template with built-in architecture, services, — ready for mid-core or hybrid-casual projects.
Code sample for using Extenject to preload Addressables
A simple Space Invaders clone made in Unity using MVP, dependency injection, reactive programming and Addressables.
A demonstration of how to use ScriptableObjects with Addressables in Unity, so as to avoid unexpected instances of your assets.
To associate your repository with the addressables topic, visit your repo's landing page and select "manage topics."