Unity Addressables场景下载中已下载场景出现粉色精灵问题求助
问题描述
我有多个可通过Addressables下载的场景,场景下载完成后加载正常,但只要有任意场景处于下载进程中,其他已下载的场景就会出现粉色精灵(Shader丢失的典型表现)。该问题仅出现在Android构建版本中。
注:释放AsyncOperationHandle时会触发问题,但不释放该Handle则无法将场景加载到内存中。我推测可能和Addressables未加载内置Shader有关,但没找到解决办法。
相关代码实现
public class AddreasableSceneThumbnail : MonoBehaviour { [SerializeField] string sceneAddress; [SerializeField] Transform downloadProgressUI; bool isDownloadStarted; bool isDownloaded; IEnumerator downloadCour; private void Start() { StartCoroutine(CheckDownload()); } private void OnDestroy() { if(downloadCour != null) StopCoroutine(downloadCour); if (downloadHandlerCheck.IsValid()) { Addressables.Release(downloadHandlerCheck); } if (downloadHandlerDownload.IsValid()) { Addressables.Release(downloadHandlerDownload); } } AsyncOperationHandle<long> downloadHandlerCheck; IEnumerator CheckDownload() { downloadHandlerCheck = Addressables.GetDownloadSizeAsync(sceneAddress); while (!downloadHandlerCheck.IsDone && downloadHandlerCheck.Status !=AsyncOperationStatus.Failed) { yield return null; } if (downloadHandlerCheck.Result == 0) { ActivateButton(); isDownloaded = true; } Addressables.Release(downloadHandlerCheck); } public void OnThumbNailClicked() { if(isDownloaded) Addressables.LoadSceneAsync(sceneAddress,LoadSceneMode.Single); if (isDownloadStarted) return; isDownloadStarted = true; downloadCour= DownloadScene(); StartCoroutine(downloadCour); } AsyncOperationHandle downloadHandlerDownload; IEnumerator DownloadScene() { downloadProgressUI.transform.localScale = Vector3.one; downloadProgressUI.gameObject.SetActive(true); downloadHandlerDownload = Addressables.DownloadDependenciesAsync(sceneAddress); while (!downloadHandlerDownload.IsDone) { downloadProgressUI.localScale = new Vector3(1, 1 - downloadHandlerDownload.PercentComplete, 1); yield return null; } isDownloaded = true; ActivateButton(); Addressables.Release(downloadHandlerDownload); // this is culprit } public void ActivateButton() { downloadProgressUI.gameObject.SetActive(false); } }
解决方案
针对Android平台的这个问题,可尝试以下几种修复思路:
1. 预加载内置核心Shader
粉色精灵本质是Shader丢失,Android平台下Addressables下载过程中可能意外释放了共享的内置Shader资源。可以将常用的内置Shader(如Standard、UI/Default等)打包进主包,或者通过Addressables标记为Local资源提前加载:
- 在Project窗口找到内置Shader(路径:
Assets/Resources/UnityShaders或通过Package Manager查看) - 将这些Shader添加到Addressables组,设置
Load Type为Preload,Location为Local - 在游戏启动时调用
Addressables.LoadAssetsAsync<Shader>(new List<string>{"Shader地址1", "Shader地址2"}, null)预加载,加载完成后无需释放(因为是本地预加载资源)
2. 延迟释放下载Handle
问题出在释放downloadHandlerDownload时,可改为在场景加载完成后再释放该Handle,避免提前释放导致依赖资源被回收:
IEnumerator DownloadScene() { downloadProgressUI.transform.localScale = Vector3.one; downloadProgressUI.gameObject.SetActive(true); downloadHandlerDownload = Addressables.DownloadDependenciesAsync(sceneAddress); while (!downloadHandlerDownload.IsDone) { downloadProgressUI.localScale = new Vector3(1, 1 - downloadHandlerDownload.PercentComplete, 1); yield return null; } isDownloaded = true; ActivateButton(); // 暂时不释放,等场景加载完成后再处理 } // 修改OnThumbNailClicked中的场景加载逻辑 public void OnThumbNailClicked() { if(isDownloaded) { var loadHandle = Addressables.LoadSceneAsync(sceneAddress, LoadSceneMode.Single); StartCoroutine(WaitForLoadAndRelease(loadHandle)); } if (isDownloadStarted) return; isDownloadStarted = true; downloadCour= DownloadScene(); StartCoroutine(downloadCour); } IEnumerator WaitForLoadAndRelease(AsyncOperationHandle<SceneInstance> loadHandle) { yield return loadHandle; if (loadHandle.Status == AsyncOperationStatus.Succeeded) { // 场景加载完成后再释放下载Handle if (downloadHandlerDownload.IsValid()) { Addressables.Release(downloadHandlerDownload); downloadHandlerDownload = default; } } }
3. 调整资源自动回收设置
在Addressables设置中(Window > Asset Management > Addressables > Groups),找到Advanced Settings,将Resource Manager Settings里的Auto Release相关选项暂时关闭,或者调整回收延迟时间,避免在下载过程中误回收已加载的共享资源。
4. 检查场景依赖的Shader打包情况
确保所有场景中使用的Shader都被正确包含在Addressables的依赖项中:
- 选中目标场景,在Addressables组中查看其依赖项,确认Shader都被正确标记
- 如果有Shader未被自动添加,手动将其加入对应Addressables组,避免下载时遗漏
内容的提问来源于stack exchange,提问作者Ravi Thapa
相关产品推荐
相关产品推荐

