v2.4 Asset Manager Upgrade Guide

Author: Santy-Wang, Xunyi

This document will detail the considerations for upgrading an older project to v2.4.

Before v2.4, Acquire and load asset was implemented through the cc.loader module (including the APIs cc.loader.load, cc.loader.loadRes, cc.loader.loadResDir, etc.), which was primarily used to load resources. However, with the continuous development of Creator, developers' demands for resource management have been increasing. The original cc.loader module has been unable to meet a large number of resource management needs, and a new resource management module is in the air.

Therefore, Creator in v2.4 introduced a new resource management module -- Asset Manager. Compared to the previous cc.loader module, Asset Manager not only provides better loading performance, but also supports Asset Bundle, preload resources and more convenient resource release management. And Asset Manager also has strong extensibility, which greatly improves the development efficiency and user experience of developers. We recommend that all developers upgrade.

To bring a smooth upgrade experience, we will maintain compatibility with cc.loader related APIs, and most of the game project can run as usual, except for a few that use incompatible special usage APIs that must be manually upgraded. And we will only remove full compatibility with cc.loader when the time comes. If you are temporarily uncomfortable upgrading due to the project cycle, etc., you can keep the original writing while making sure the test passes.

Currently, when using those old APIs, the engine will output warnings and suggestions for upgradation. Please adjust the code according to the warnings and the instructions in this document and upgrade to the new usage. Unfortunately, due to an upgrade of the underlying layer, we have left behind a few incompatible APIs that will output error messages while running. If you have decided to make the upgrade, then please read the following carefully.

  • For the Artist and Game Designer, all resources in your project (e.g. scenes, animations, prefab) do not need to be modified or upgraded.
  • For Programmers, all APIs in the cc.loader module that were used in the original code need to be changed to APIs from cc.assetManager. The related content will be described in detail in this document.

Note: as v2.4 supports Asset Bundle, the subpackage feature in the project also needs to be upgraded, please refer to the Subpackage Upgrade Guide documentation for details.

Situations that require upgrading manually

  • You use APIs that start with cc.loader in your own code, such as cc.loader.loaderRes, cc.loader.loadResDir, cc.loader.release, etc.
  • You use APIs that start with cc.AssetLibrary in your own code, such as cc.AssetLibrary.loadAsset.
  • You use an API that starts with cc.url in your own code, such as cc.url.raw.
  • You use types such as cc.Pipeline, cc.LoadingItems in your own code.
  • You have used the cc.macro.DOWNLOAD_MAX_CONCURRENT property in your own code.

Upgrade steps

  • Back up your old projects
  • Use Cocos Creator v2.4 in the Dashboard to open the project that needs to be upgraded, Creator will reimport the affected resources. The first import will take a little longer, and the main editor window will open after the import is complete. And more error or warning may appear on the Console panel, don't worry, open the code editor to update your code according to the error or warning message.

As of v2.4, cc.loader is no longer recommended and will be completely removed in subsequent releases, please replace it with the new resource management module cc.assetManager.

The relevant interface replacement about loading

If you use cc.loader.loadRes, cc.loader.loadResArray, cc.loader.loadResDir in your own code, use the corresponding API in cc.assetManager for the replacement. You can refer to the following replacements.

  • cc.loader.loadRes

    The parameters of cc.resources.load are exactly equal to cc.loader.loadRes. Replace with the following:

    // before
    cc.loader.loadRes(...);
    
    // after
    cc.resources.load(...);
    
  • cc.loader.loadResArray

    For reducing learning costs, loadResArray has been merged with load and the first parameter of cc.resources.load can support multiple paths, so you can use cc.resources.load to replace.

    // before
    cc.loader.loadResArray(...);
    
    // after
    cc.resources.load(...);
    
  • cc.loader.loadResDir

    The parameters of cc.resources.loadDir are equal to those of cc.loader.loadResDir.

    // before
    cc.loader.loadResDir(...);
    
    // after
    cc.resources.loadDir(...);
    

    Note: to simplify the interface, the load completion callback for cc.resources.loadDir will no longer provide a list of paths. Please avoid using the following:

    cc.loader.loadResDir('images', cc.Texture2D, (err, assets, paths) => console.log(paths));
    

    If you want to query the paths list, you can use the following form:

    var infos = cc.resources.getDirWithPath('images', cc.Texture2D);
    let paths = infos.map(function (info) {
        return info.path;
    });
    
  • cc.loader.load

    If you use cc.loader.load to load remote images or audios in your own code, there is a special API for this in the cc.assetManager for ease of understanding, as follows:

    • Loading remote images

      // before
      cc.loader.load('http://example.com/remote.jpg', (err, texture) => console.log(texture));
      
      // after
      cc.assetManager.loadRemote('http://example.com/remote.jpg', (err, texture) => console.log(texture));
      
    • Loading remote audio

      // before
      cc.loader.load('http://example.com/remote.mp3', (err, audioClip) => console.log(audioClip));
      
      // after
      cc.assetManager.loadRemote('http://example.com/remote.mp3', (err, audioClip) => console.log(audioClip));
      
    • Loading remote text

      // before
      cc.loader.load('http://example.com/equipment.txt', (err, text) => console.log(text));
      
      // after
      cc.assetManager.loadRemote('http://example.com/equipment.txt', (err, textAsset) => console.log(textAsset.text));
      

Notes:

  1. If you use cc.loader.downloader.loadSubpackage in your own code to load a subpackage, please refer to the Subpackage Upgrade Guide to upgrade it.

  2. To avoid unnecessary errors, cc.loader.onProgress has no equivalent implementation in cc.assetManager. You can implement your own global callback mechanism, but it is recommended that you pass callbacks to each load function to avoid interfering with each other during concurrent loading.

The relevant interface replacement about releasing

If you use cc.loader.release, cc.loader.releaseAsset, cc.loader.releaseRes, cc.loader.releaseResDir in your own code, please use the corresponding API in cc.assetManager for replacement. You can refer to the following replacements.

  • cc.loader.release

    cc.loader.release can be replaced with cc.assetManager.releaseAsset.

    Note: in order to avoid user attention to some obscure properties of the resource, cc.assetManager.releaseAsset no longer accepts arrays, resource UUIDs, resource URLs for release, only the resource itself can be accepted for release.

    // before
    cc.loader.release(texture);
    // after
    cc.assetManager.releaseAsset(texture);
    
    // before
    cc.loader.release([texture1, texture2, texture3]);
    // after
    [texture1, texture2, texture3].forEach(t => cc.assetManager.releaseAsset(t));
    
    // before
    var uuid = texture._uuid;
    cc.loader.release(uuid);
    // after
    cc.assetManager.releaseAsset(texture);
    
    // before
    var url = texture.url;
    cc.loader.release(url);
    // after
    cc.assetManager.releaseAsset(texture);
    

    Note: to increase ease of use, releasing resource dependencies in cc.assetManager will no longer require manual access to resource dependencies, and an attempt will be made within cc.assetManager.releaseAsset to automatically release the associated dependencies, for example:

    // before
    var assets = cc.loader.getDependsRecursively(texture);
    cc.loader.release(assets);
    
    // after
    cc.assetManager.releaseAsset(texture);
    
  • cc.loader.releaseAsset

    cc.loader.releaseAsset can be replaced directly with cc.assetManager.releaseAsset.

    // before
    cc.loader.releaseAsset(texture);
    
    // after
    cc.assetManager.releaseAsset(texture);
    
  • cc.loader.releaseRes

    cc.operator.releaseRes can be replaced directly with cc.resources.release.

    // before
    cc.loader.releaseRes('images/a', cc.Texture2D);
    
    // after
    cc.resources.release('images/a', cc.Texture2D);
    
  • cc.loader.releaseAll

    cc.loader.releaseAll can be replaced directly with cc.assetManager.releaseAll.

    // before
    cc.loader.releaseAll();
    
    // after
    cc.assetManager.releaseAll();
    

Notes:

  1. For security reasons, cc.loader.releaseResDir does not have a corresponding implementation in cc.assetManager, please use cc.assetManager.releaseAsset or cc.resources.release for individual resource releases.

  2. Since the cc.assetManager.releaseAsset automatically releases dependent resources, you no longer need to explicitly call cc.loader.getDependsRecursively. If you need to find the dependency of the resource, please refer to the relevant API in cc.assetManager.dependUtil.

  3. For security reasons, cc.assetManager only supports the Auto Release property set in the scene, and cc.loader.setAutoRelease, cc.loader.setAutoReleaseRecursively, cc.loader.isAutoRelease APIs have been removed. It is recommended that you use the new auto-release mechanism based on reference counting. Please refer to the Release Of Resources documentation for details.

  • cc.Pipeline

    If you have methods in your code that use cc.loader.insertPipe, cc.loader.insertPipeAfter, cc.loader.appendPipe, cc.loader.addDownloadHandlers, cc.loader.addLoadHandlers series APIs to extend the loading process of cc.loader, or directly use cc.loader.assetLoader, cc.loader.md5Pipe, cc.loader.downloader, cc.loader.loader, cc.loader.subPackPipe, here are the detailed alternatives.

    Because cc.assetManager is a more general module and no longer inherits from cc.Pipeline, cc.assetManager no longer implements cc.handler.insertPipe, cc.handler.insertPipeAfter, cc.handler.appendPipe. Please replace with the following code:

    // before
    var pipe1 = {
      id: 'pipe1',
      handle: (item, done) => {
        let result = doSomething(item.uuid);
        done(null, result);
      }
    };
    
    var pipe2 = {
      id: 'pipe2',
      handle: (item, done) => {
        let result = doSomething(item.content);
        done(null, result);
      }
    };
    
    cc.loader.insertPipe(pipe1, 1);
    cc.loader.appendPipe(pipe2);
    
    // after
    function pipe1 (task, done) {
      let output = [];
      for (var i = 0; i < task.input.length; i++) {
        let item = task.input[i];
        item.content = doSomething(item.uuid);
        output.push(item);
      }
    
      task.output = output;
      done(null);
    }
    
    function pipe2 (task, done) {
      let output = [];
      for (var i = 0; i < task.input.length; i++) {
        let item = task.input[i];
        item.content = doSomething(item.content);
        output.push(item);
      }
    
      task.output = output;
      done(null);
    }
    
    cc.assetManager.pipeline.insert(pipe1, 1);
    cc.assetManager.pipeline.append(pipe2);
    

    Notes:

    1. cc.assetManager no longer inherits by Pipeline, but by multiple Pipeline instances owned under cc.assetManager. Please refer to the Pipeline and Task documentation for details.

    2. For ease of use, the definition of Pipe no longer requires the definition of an object with a handle method and an id, just a single method. See Pipeline and Task documentation for details.

    3. In order to simplify the logic and improve performance, what is processed in Pipe is no longer a item but a task object, see Pipeline and Task documentation for details.

    4. In order to reduce learning costs, APIs in the form of insertPipeAfter are no longer supported in Pipeline, so please use insert to insert the specified location.

  • addDownloadHandlers, addLoadHandlers

    For modularity reasons, addDownloadHandlers and addLoadHandlers are not implemented in cc.assetManager, please refer to the following for replacement:

    // before
    var customHandler = (item, cb) => {
      let result = doSomething(item.url);
      cb(null, result);
    };
    
    cc.loader.addDownloadHandlers({png: customHandler});
    
    // after
    var customHandler = (url, options, cb) => {
      let result = doSomething(url);
      cb(null, result);
    };
    
    cc.assetManager.downloader.register('.png', customHandler);
    

    Or:

    // before
    var customHandler = (item, cb) => {
      let result = doSomething(item.content);
      cb(null, result);
    };
    
    cc.loader.addLoadHandlers({png: customHandler});
    
    // after
    var customHandler = (file, options, cb) => {
      let result = doSomething(file);
      cb(null, result);
    };
    
    cc.assetManager.parser.register('.png', customHandler);
    

    Notes:

    1. Since both the download module and the parsing module rely on extensions to match the corresponding processing method. So when calling register, the incoming first parameter needs to start with ..

    2. For the sake of modularity, the custom processing method will no longer pass in an item object, but will pass in its associated information directly. The custom processing method of downloader passes in the URL to be downloaded, and parser passes in the file to be parsed. For more information about downloader and parser, please refer to the Download and Parse documentation.

    3. The new expansion mechanism provides an additional options parameter that can greatly increase flexibility. However, if you don't need to configure the engine's built-in or custom parameters, you can ignore it. Please refer to the Optional parameter documentation for details.

  • downloader, loader, md5Pipe, subPackPipe

    cc.loader.downloader can be replaced by cc.assetManager.downloader, and cc.loader.loader can be replaced by cc.assetManager.parser. For details, see Download and Parse documentation or the corresponding API documentation cc.assetManager.downloader and cc.assetManager.parser.

    Note: for performance, modularity and readability reasons, cc.loader.assetLoader, cc.loader.md5Pipe, cc.loader.subPackPipe have been merged into cc.assetManager.transformPipeline and you should avoid using any of the methods and properties in these three modules. Details about cc.assetManager.transformPipeline can be found in Pipeline and Tasks documentation.

Other changes

The cc.url and cc.AssetLibrary have been removed in v2.4, so avoid using any methods and properties of cc.url and cc.AssetLibrary.

Pipeline can be replaced by cc.AssetManager.Pipeline:

// before
var pipe1 = {
    id: 'pipe1',
    handle: function (item, cb) {
        let result = doSomething(item);
        cb(null, result);
    }
}

var pipeline = new cc.Pipeline([pipe1]);

// after
function pipe1 (task, cb) {
    task.output = doSomething(task.input);
    cb(null);
}

var pipeline = new cc.AssetManager.Pipeline('test', [pipe1]);

Note: cc.LoadingItem is no longer supported in cc.assetManager, please avoid using this type.

To support more loading strategies, cc.macro.DOWNLOAD_MAX_CONCURRENT has been removed from cc.macro and you can replace it with the following:

// before
cc.macro.DOWNLOAD_MAX_CONCURRENT = 10;

// after
cc.assetManager.downloader.maxConcurrency = 10;

Or:

// before
cc.macro.DOWNLOAD_MAX_CONCURRENT = 10;

// after (set a preset value)
cc.assetManager.presets['default'].maxConcurrency = 10;

Please refer to the Download and Parse documentation for details.

results matching ""

    No results matching ""