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Title: Unity3DTraining/HotUpdate at master · SimpManDeveloper/Unity3DTraining · GitHub

Open Graph Title: Unity3DTraining/HotUpdate at master · SimpManDeveloper/Unity3DTraining

X Title: Unity3DTraining/HotUpdate at master · SimpManDeveloper/Unity3DTraining

Description: Unity的练习项目. Contribute to SimpManDeveloper/Unity3DTraining development by creating an account on GitHub.

Open Graph Description: Unity的练习项目. Contribute to SimpManDeveloper/Unity3DTraining development by creating an account on GitHub.

X Description: Unity的练习项目. Contribute to SimpManDeveloper/Unity3DTraining development by creating an account on GitHub.

Opengraph URL: https://github.com/SimpManDeveloper/Unity3DTraining/tree/master/HotUpdate

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README.mdhttps://github.com/SimpManDeveloper/Unity3DTraining/tree/master/HotUpdate#readme
https://github.com/SimpManDeveloper/Unity3DTraining/tree/master/HotUpdate#热更新专题
程序丨入门必看:Unity资源加载及管理https://mp.weixin.qq.com/s/0XFQt8LmqoTxxst_kKDMjw
AssetBundle与热更新的科普文https://www.lfzxb.top/unity_base_ab_hotfix/
浅谈倩女手游中的资源更新https://zhuanlan.zhihu.com/p/150171940
uLua基础之C#与lua相互调用https://github.com/SimpManDeveloper/Unity3DTraining/blob/master/HotUpdate/uLuaDemo
AssetBundle入门https://github.com/SimpManDeveloper/Unity3DTraining/blob/master/HotUpdate/AssetBundleDemo
【Unity游戏开发】AssetBundle杂记--AssetBundle的二三事http://www.cnblogs.com/msxh/p/8506274.html
Unity官方AssetBundleDemohttps://github.com/SimpManDeveloper/Unity3DTraining/blob/master/HotUpdate/UnityTechnologiesAssetbundleDemo
一个不错的热更学习框架https://github.com/SimpManDeveloper/Unity3DTraining/blob/master/HotUpdate/AssetBundleFramework
lua热更框架之XLuahttps://www.cnblogs.com/IAMTOM/p/9498393.html
Unity AssetBundle,Asset,GameObject之间的联系https://www.cnblogs.com/u3ddjw/p/11074071.html
Unity AssetBundle高效加密案例分享https://mp.weixin.qq.com/s/eM6bFgkD2roZKLJ7SHn4xQ
基于Resource ID的资源管理机制https://zhuanlan.zhihu.com/p/38048506
关于AssetBundle打包的依赖收集https://github.com/SimpManDeveloper/Unity3DTraining/blob/master/HotUpdate/%E5%85%B3%E4%BA%8EAssetBundle%E6%89%93%E5%8C%85%E7%9A%84%E4%BE%9D%E8%B5%96%E6%94%B6%E9%9B%86.docx
一位大神自研的支持热更的脚本语言https://github.com/qingfeng346/Scorpio-CSharp
Unity 5.x AssetBundle零冗余解决方案https://zhuanlan.zhihu.com/p/25111851?tdsourcetag=s_pcqq_aiomsg
关于Unity3D的AssetBundle打包的建议https://zhuanlan.zhihu.com/p/63686076?tdsourcetag=s_pcqq_aiomsg
给调皮的AssetBundle加上面向对象式加载调试管理https://blog.uwa4d.com/archives/Sparkle_AB.html
Addressable基础篇之浅谈Assets——Unity资源映射https://mp.weixin.qq.com/s/3iyl_O1cRf9i1seMpi3Owg
Addressable基础篇之Resources目录的优点与痛点https://mp.weixin.qq.com/s/5EBji5p5Skh0XRp8mq5RBA
Addressable基础篇之AssetBundle原理https://mp.weixin.qq.com/s/uOy4lkuY6HPQNOhXki58NQ
Addressable基础篇之AssetBundle最佳实践https://mp.weixin.qq.com/s/MSFoXifr5FkCP-ZTP1Jaww
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Addressable基础篇之Addressable Assets开发周期https://mp.weixin.qq.com/s/yKTymdcQriYvCQmAugwiQg
Addressable基础篇之Addressable Assets托管服务https://mp.weixin.qq.com/s/sa0wF5uNH7jpuIrFfzhJiA
Addressable基础篇之Addressable Assets内存管理https://mp.weixin.qq.com/s/anwQnLVbQLYQbM22pnBQkw
Addressable基础篇之Addressables分析器https://mp.weixin.qq.com/s/04fQFpF_zwrOOlGLiKaWbA
关于Addressable的疑问https://blog.uwa4d.com/archives/TechSharing_195.html
AssetBundles如何影响运行时内存?看这一篇就够了https://mp.weixin.qq.com/s/PGfDsnYM5MAYWruy6W4ejw
Learn to save memory usage by improving the way you use AssetBundleshttps://blogs.unity3d.com/2020/04/09/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles/
博主营地 | 超快上手的AssetBundle和XLua热更新教程,倾囊分享https://mp.weixin.qq.com/s/x9uz7XrDeYSqzRj0prhX6w
【Unity游戏开发】加载AB和实例化操作对应的内存变化https://zhuanlan.zhihu.com/p/135192859
AssetBundle的原理及最佳实践https://zhuanlan.zhihu.com/p/103669794
【Unity游戏开发】SpriteAtlas与AssetBundle最佳食用方案https://www.cnblogs.com/msxh/p/14194756.html
如何隐藏你的热更新 bundle 文件?https://www.cnblogs.com/skychx/p/how-to-hide-bundle.html
InjectFix——C#热修复方案分析 & 使用流程https://blog.csdn.net/qq_33726878/article/details/112525690
静态包、动态包有什么区别?何时使用增量更新?Addressables 更新流程大梳理https://mp.weixin.qq.com/s/2WJRhZM61OrBQxtglMSERg
https://github.com/SimpManDeveloper/Unity3DTraining/tree/master/HotUpdate#shader打包与变体收集
Shader变体收集与打包https://zhuanlan.zhihu.com/p/68888831
Unity 导出 ShaderVariantCollectionhttps://networm.me/2019/04/21/unity-export-shadervariantcollection/
ShaderVariantCollection解决shader_feature丢失https://www.dazhuanlan.com/2019/12/16/5df6a886cf4dd/
内置的shader怎么打包?https://answer.uwa4d.com/question/58e8d7c074c2cac90afa6f36
Packages 目录下 Shader 打包https://answer.uwa4d.com/question/5f3d10b19424416784ef1c82
Unity Shader AssetBundle ShaderVariantCollectionhttps://blog.csdn.net/kuangben2000/article/details/104099063
Unity3D Shader加载时机和预编译https://www.cnblogs.com/rexzhao/p/7884905.html
一种Shader变体收集和打包编译优化的思路https://github.com/lujian101/ShaderVariantCollector
https://github.com/SimpManDeveloper/Unity3DTraining/tree/master/HotUpdate#ilruntime相关
ILRuntime官网https://ourpalm.github.io/ILRuntime/public/v1/guide/index.html
ILRuntime入门笔记https://www.cnblogs.com/zhaoqingqing/archive/2019/01/17/10274176.html
对C#热更新方案ILRuntime的探究https://www.cnblogs.com/zblade/p/9041400.html
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ILRuntime热更方案坑点https://www.cnblogs.com/Bright-King/p/11686947.html
《暗黑破坏神》类手游,用ILRuntime的热更新&性能测试&TestCase!https://mp.weixin.qq.com/s/hAIfEO5EEvOGAYpBmT6h6Q
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