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## [1.1.10] - 2019-08-28
 - Fix for all files showing "Missing File" in the addressables window.
 - Fix for waiting on a successfully done Task
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Unity Technologies committed Aug 27, 2019
1 parent 5c15f70 commit dd64aae
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4 changes: 4 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -4,6 +4,10 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [1.1.10] - 2019-08-28
- Fix for all files showing "Missing File" in the addressables window.
- Fix for waiting on a successfully done Task

## [1.1.9] - 2019-08-22
- Fixed drag and drop NullRef in main addressables window.
- Fixed AudioMixer type assets getting stripped from bundles.
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8 changes: 3 additions & 5 deletions Editor/Settings/AddressableAssetEntry.cs
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Expand Up @@ -150,7 +150,7 @@ internal Type MainAssetType
{
m_mainAssetType = AssetDatabase.GetMainAssetTypeAtPath(AssetPath);
if (m_mainAssetType == null)
m_mainAssetType = typeof(object);
return typeof(object); // do not cache a bad type lookup.
}
return m_mainAssetType;
}
Expand Down Expand Up @@ -252,13 +252,11 @@ public string AssetPath
{
get
{

if (m_cachedAssetPath == null)
if (string.IsNullOrEmpty(m_cachedAssetPath))
{
if (string.IsNullOrEmpty(guid))
m_cachedAssetPath = string.Empty;

if (guid == EditorSceneListName)
else if (guid == EditorSceneListName)
m_cachedAssetPath = EditorSceneListPath;
else if (guid == ResourcesName)
m_cachedAssetPath = ResourcesPath;
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13 changes: 10 additions & 3 deletions Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs
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Expand Up @@ -171,14 +171,21 @@ internal System.Threading.Tasks.Task<TObject> Task
{
get
{
if(IsDone)
return System.Threading.Tasks.Task.FromResult<TObject>(default(TObject));
if (Status == AsyncOperationStatus.Failed)
{
return System.Threading.Tasks.Task.FromResult(default(TObject));
}
if (Status == AsyncOperationStatus.Succeeded)
{
return System.Threading.Tasks.Task.FromResult(Result);
}

var handle = WaitHandle;
return System.Threading.Tasks.Task.Factory.StartNew(o =>
{
var asyncOperation = o as AsyncOperationBase<TObject>;
if (asyncOperation == null) return default(TObject);
if (asyncOperation == null)
return default(TObject);
handle.WaitOne();
return asyncOperation.Result;
}, this);
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4 changes: 2 additions & 2 deletions package.json
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@@ -1,7 +1,7 @@
{
"name": "com.unity.addressables",
"displayName": "Addressables",
"version": "1.1.9",
"version": "1.1.10",
"unity": "2018.3",
"description": "The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked \"addressable\", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.\n\nUse 'Window->Asset Management->Addressables' to begin working with the system.\n\nAddressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.",
"keywords": [
Expand All @@ -18,6 +18,6 @@
"repository": {
"type": "git",
"url": "[email protected]:unity/Addressables.git",
"revision": "c70f6073684c7fb939e79fb88ff1d10697698184"
"revision": "feeab367b101a12d5a04960d0d9b20b267c5726d"
}
}

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