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unity-yooasset-design

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Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。

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Source SKILL.md: https://github.com/Besty0728/Unity-Skills/blob/HEAD/SkillsForUnity/unity-skills~/skills/yooasset-design/SKILL.md

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YooAsset - Design Rules

Advisory module. Every rule is distilled from YooAsset v2.3.18 (2025-12-04) source at Assets/YooAsset/. Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When to Load This Module

Load before writing or reviewing any of:

  • YooAssets.Initialize() / CreatePackage() / Destroy() bootstrap code
  • default package shortcuts: YooAssets.SetDefaultPackage(...), YooAssets.LoadAssetAsync(...), YooAssets.CreateResourceDownloader(...)
  • ResourcePackage.InitializeAsync(...) with any of the 5 EPlayMode variants
  • LoadAssetSync/Async, LoadSubAssetsAsync, LoadAllAssetsAsync, LoadRawFileAsync, LoadSceneAsync and their matching Handle usage / release
  • Patch flow: RequestPackageVersionAsync → UpdatePackageManifestAsync → CreateResourceDownloader → BeginDownload
  • FileSystemParameters construction (Buildin / Cache / Editor / WebServer / WebRemote / custom)
  • IDecryptionServices / IRemoteServices / IWebDecryptionServices implementations
  • Editor-side AssetBundleBuilder.Run(...) and AssetBundleCollector configuration
  • Any code branching on EOperationStatus / EFileClearMode / PackageDetails

Critical Rule Summary (memorize even if you skip the sub-docs)

#RuleSource anchor
1Call YooAssets.Initialize() before any CreatePackage() and keep it as a process-level singleton. A second call only logs a warning and returns, but normal architecture should gate it with YooAssets.Initialized. The call creates a [{nameof(YooAssets)}] driver GameObject via DontDestroyOnLoad to pump OperationSystem.Update(). Do not Destroy this driver yourself.Runtime/YooAssets.cs:38-64
2ResourcePackage.InitializeAsync(...) has no separate EPlayMode argument: it infers play mode from the concrete InitializeParameters subclass. The five built-in subclasses map 1:1 to the five modes; an unknown subclass throws NotImplementedException, while a recognized but semantically wrong subclass wires the wrong file-system topology and fails later.Runtime/ResourcePackage/ResourcePackage.cs:107-135, 170-181, Runtime/InitializeParameters.cs:8-110
3EditorSimulateMode works only when UNITY_EDITOR is defined; WebPlayMode works only when UNITY_WEBGL is defined (and every other mode is rejected on WebGL).Runtime/ResourcePackage/ResourcePackage.cs:160-197
4Every AssetHandle / SubAssetsHandle / AllAssetsHandle / RawFileHandle / SceneHandle must be released via Release() or Dispose(). Without release, bundles never unload even with AutoUnloadBundleWhenUnused = true.Runtime/ResourceManager/Handle/HandleBase.cs:21-40, Runtime/InitializeParameters.cs:48-49
5LoadAssetSync/Async performs a DEBUG-only type guard that rejects any Type derived from UnityEngine.Behaviour and any type not derived from UnityEngine.Object. Treat the restriction as architectural even though the guard is compiled out of non-DEBUG builds.Runtime/ResourcePackage/ResourcePackage.cs:1172-1187
6YooAsset 2.3.18 includes default-package static shortcuts on YooAssets (SetDefaultPackage, Load*, CreateResourceDownloader, etc.). They are valid API, but architecture should prefer explicit ResourcePackage references in multi-package or library code.Runtime/YooAssetsExtension.cs:16, 217-295, 479-506
7RequestPackageVersionAsync() returns RequestPackageVersionOperation (exposes .PackageVersion). There is no UpdatePackageVersionOperation class in 2.3.18 — if you think you remember one, you are confusing it with the older name.Runtime/ResourcePackage/ResourcePackage.cs:225-231
8Before UpdatePackageManifestAsync, call UnloadAllAssetsAsync(); YooAsset logs a warning when loaders are still alive.Runtime/ResourcePackage/ResourcePackage.cs:242-247
9Downloader callbacks (DownloadFinishCallback / DownloadUpdateCallback / DownloadErrorCallback / DownloadFileBeginCallback) must be assigned before BeginDownload(). They are delegate fields, not events — only one subscriber per slot.Runtime/DownloadSystem + Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101, 330-336
10ResourcePackage.DestroyAsync() must run before YooAssets.RemovePackage(). RemovePackage refuses when InitializeStatus != EOperationStatus.None.Runtime/YooAssets.cs:177-190, Runtime/ResourcePackage/ResourcePackage.cs:210-218
11The patch flow is strictly ordered: InitializeAsync → RequestPackageVersionAsync → UpdatePackageManifestAsync(version) → CreateResourceDownloader → BeginDownload. Jumping ahead (e.g. loading assets between version and manifest) is unsupported.Runtime/ResourcePackage/ResourcePackage.cs:225, 238, 972, Samples~/Space Shooter/.../PatchLogic/FsmNode/Fsm*.cs

Sub-doc Routing

Sub-docWhen to read
INIT.mdInitialize / Destroy / CreatePackage / TryGetPackage / RemovePackage; single driver GameObject; OperationSystem loop
PLAYMODE.mdAll 5 EPlayMode values, their matching InitializeParameters subclass, platform #if guards, and the runtime dispatch table
HANDLES.mdHandleBase API (Release / IsDone / Progress / Status / LastError / Completed / Task / IEnumerator), AssetHandle.Instantiate*, reference counting, AutoUnloadBundleWhenUnused
LOADING.mdLoadAsset, LoadSubAssets, LoadAllAssets, LoadRawFile, LoadScene — all overloads + Behaviour/Type rejection + LoadSceneParameters
UPDATE.mdPatch flow, RequestPackageVersionOperation, UpdatePackageManifestOperation, PreDownloadContentOperation, ResourceDownloaderOperation (4 callbacks, pause/resume/cancel, Combine)
FILESYSTEM.mdFileSystemParameters + 24 FileSystemParametersDefine constants + 5 factory helpers + IDecryptionServices / IRemoteServices / IWebDecryptionServices
BUILD.mdAssetBundleBuilder.Run(...), BuildParameters (Scriptable / Raw / Simulate), AssetBundleCollector, IFilterRule.FindAssetType, ScriptableBuildParameters.ReplaceAssetPathWithAddress
PITFALLS.md30 concrete hallucination pitfalls + legacy API migration section

Routing to Other Modules

  • Asmdef & assembly layout for YooAsset consumers → load asmdef
  • Async orchestration across multiple YooAsset operations → load async
  • Architecture-level decisions (Addressables vs YooAsset, single-package vs multi-package) → load architecture
  • Performance review of load/release hot paths → load performance

Version Scope

This document targets YooAsset 2.3.18 (2025-12-04). Key recent history:

  • 2.3.18 — added UNPACK_FILE_SYSTEM_ROOT file-system parameter, EFileClearMode.ClearBundleFilesByLocations, RawFileBuildParameters.IncludePathInHash.
  • 2.3.17 — [CRITICAL] fixed a CRC-validation bug that let corrupted downloads pass verification on 2.3.15/2.3.16. Also fixed a Package-destroy race where an in-flight AssetBundle load could block unload.
  • 2.3.16 — removed the downloader timeout parameter (use DOWNLOAD_WATCH_DOG_TIME on the cache file system instead). IFilterRule gained a required FindAssetType property.
  • 2.3.15 — bumped the manifest binary format; installers built with 2.3.15+ are not readable by 2.3.14 or earlier clients and vice versa. Added FILE_VERIFY_MAX_CONCURRENCY, StripUnityVersion, preview UseWeakReferenceHandle (under YOOASSET_EXPERIMENTAL).

Source: Assets/YooAsset/CHANGELOG.md:5-275.

Migration Notes (hallucination shield)

Legacy API (pre-2.3.18)Status in 2.3.18ReplacementSource
CreateResourceDownloader(count, retry, timeout) overload / ResourceDownloaderOperation.timeout propertyRemoved in 2.3.16Assign DOWNLOAD_WATCH_DOG_TIME on the CacheFileSystemParameters / BuildinFileSystemParametersCHANGELOG.md:173-177, FileSystemParametersDefine.cs:18
IFilterRule without a FindAssetType propertyBreaking change in 2.3.16 — compilation breaksImplement public string FindAssetType { get; } that returns a Unity asset-type filter stringCHANGELOG.md:179-192
Old manifest binary (pre-2.3.15 client reading a 2.3.15+ manifest, or vice versa)Wire-incompatibleRebuild + re-ship installer; no runtime bridge existsCHANGELOG.md:196-198
YooAssets.LoadAsset(...)Does not exist — method names include LoadAssetSync / LoadAssetAsync, not bare LoadAssetpackage.LoadAssetAsync<T>(location) or YooAssets.LoadAssetAsync<T>(location) after SetDefaultPackageRuntime/YooAssetsExtension.cs:217-295, Runtime/ResourcePackage/ResourcePackage.cs:641-732
YooAssets.LoadAssetAsync(...) marked as hallucinationOutdated rule — 2.3.18 has this default-package shortcutPrefer package.LoadAssetAsync<T>(location) for explicit ownership; static shortcut is acceptable only after YooAssets.SetDefaultPackage(package)Runtime/YooAssetsExtension.cs:16, 260-295
package.UnloadUnusedAssets() (synchronous)Does not existpackage.UnloadUnusedAssetsAsync(int loopCount = 10) returns an UnloadUnusedAssetsOperationRuntime/ResourcePackage/ResourcePackage.cs:355-361
UpdatePackageVersionOperation class (often confused with the real type)Does not existRequestPackageVersionOperation, with a .PackageVersion string propertyRuntime/ResourcePackage/ResourcePackage.cs:225-231
NetworkVariable<T> / OnValueChanged style sync for assets (leaked in from Netcode)Does not exist in YooAssetSubscribe AssetHandle.Completed event or await handle.Task / yield return handleRuntime/ResourceManager/Handle/AssetHandle.cs:20-37, Runtime/ResourceManager/Handle/HandleBase.cs:152-173
ResourceDownloaderOperation.OnDownloadFinishCallback (event-style)Field is a plain delegate, not an eventAssign once: downloader.DownloadFinishCallback = OnFinish; — do not += (single-slot field)Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101

When in doubt, read the cited source — not your memory.