Asset Manager Upgrade Guide
This article details what to expect when upgrading from loader to assetManager.
Before Creator v2.4, Acquire and load asset was implemented through the loader
module (including the APIs loader.load
, loader.loadRes
, 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 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 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 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 loader
when the time comes. If developers are temporarily uncomfortable upgrading due to the project cycle, etc., 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 deciding to make the upgrade, 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
loader
module that were used in the original code need to be changed to APIs fromassetManager
. 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
- Using APIs that start with
loader
in custom code, such asloader.loaderRes
,loader.loadResDir
,loader.release
, etc. - Using APIs that start with
AssetLibrary
in custom code, such asAssetLibrary.loadAsset
. - Using an API that starts with
url
in custom code, such asurl.raw
. - Using types such as
Pipeline
,LoadingItems
in custom code. - Using the
macro.DOWNLOAD_MAX_CONCURRENT
property in custom 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.
Replace the loader
related API with the assetManager
related API
As of v2.4, loader
is no longer recommended and will be completely removed in subsequent releases, please replace it with the new resource management module assetManager
.
The relevant interface replacement about loading
If using loader.loadRes
, loader.loadResArray
, loader.loadResDir
in custom code, use the corresponding API in assetManager
for the replacement. Refer to the following replacements:
loader.loadRes
The parameters of
resources.load
are exactly equal toloader.loadRes
. Replace with the following:// before
loader.loadRes(...);
// after
resources.load(...);
loader.loadResArray
For reducing learning costs,
loadResArray
has been merged withload
and the first parameter ofresources.load
can support multiple paths, useresources.load
to replace.// before
loader.loadResArray(...);
// after
resources.load(...);
loader.loadResDir
The parameters of
resources.loadDir
are equal to those ofloader.loadResDir
.// before
loader.loadResDir(...);
// after
resources.loadDir(...);
Note: to simplify the interface, the load completion callback for
resources.loadDir
will no longer provide a list of paths. Please avoid using the following:loader.loadResDir('images', Texture2D, (err, assets, paths) => console.log(paths));
If you want to query the paths list, use the following form:
const infos = resources.getDirWithPath('images', Texture2D);
let paths = infos.map(function (info) {
return info.path;
});
loader.load
If using
loader.load
to load remote images or audios in custom code, there is a special API for this in theassetManager
for ease of understanding, as follows:Loading remote images
// before
loader.load('http://example.com/remote.jpg', (err, texture) => console.log(texture));
// after
assetManager.loadRemote('http://example.com/remote.jpg', (err, texture) => console.log(texture));
Loading remote audio
// before
loader.load('http://example.com/remote.mp3', (err, audioClip) => console.log(audioClip));
// after
assetManager.loadRemote('http://example.com/remote.mp3', (err, audioClip) => console.log(audioClip));
Loading remote text
// before
loader.load('http://example.com/equipment.txt', (err, text) => console.log(text));
// after
assetManager.loadRemote('http://example.com/equipment.txt', (err, textAsset) => console.log(textAsset.text));
Notes:
- If using
loader.downloader.loadSubpackage
in custom code to load a subpackage, please refer to the Subpackage Upgrade Guide to upgrade it.- To avoid unnecessary errors,
loader.onProgress
has no equivalent implementation inassetManager
. To implement a custom global callback mechanism, but it is recommended to pass callbacks to each load function to avoid interfering with each other during concurrent loading.
The relevant interface replacement about releasing
If using loader.release
, loader.releaseAsset
, loader.releaseRes
, loader.releaseResDir
in custom code, please use the corresponding API in assetManager
for replacement. Refer to the following replacements:
loader.release
loader.release
can be replaced withassetManager.releaseAsset
.Note: in order to avoid user attention to some obscure properties of the resource,
assetManager.releaseAsset
no longer accepts arrays, resource UUIDs, resource URLs for release, only the resource itself can be accepted for release.// before
loader.release(texture);
// after
assetManager.releaseAsset(texture);
// before
loader.release([texture1, texture2, texture3]);
// after
[texture1, texture2, texture3].forEach(t => assetManager.releaseAsset(t));
// before
const uuid = texture._uuid;
loader.release(uuid);
// after
assetManager.releaseAsset(texture);
// before
const url = texture.url;
loader.release(url);
// after
assetManager.releaseAsset(texture);
Note: to increase ease of use, releasing resource dependencies in
assetManager
will no longer require manual access to resource dependencies, and an attempt will be made withinassetManager.releaseAsset
to automatically release the associated dependencies, for example:// before
const assets = loader.getDependsRecursively(texture);
loader.release(assets);
// after
assetManager.releaseAsset(texture);
loader.releaseAsset
loader.releaseAsset
can be replaced directly withassetManager.releaseAsset
.// before
loader.releaseAsset(texture);
// after
assetManager.releaseAsset(texture);
loader.releaseRes
operator.releaseRes
can be replaced directly withresources.release
.// before
loader.releaseRes('images/a', Texture2D);
// after
resources.release('images/a', Texture2D);
loader.releaseAll
loader.releaseAll
can be replaced directly withassetManager.releaseAll
.// before
loader.releaseAll();
// after
assetManager.releaseAll();
Notse:
- For security reasons,
loader.releaseResDir
does not have a corresponding implementation inassetManager
, please useassetManager.releaseAsset
orresources.release
for individual resource releases.- Since the
assetManager.releaseAsset
automatically releases dependent resources, it is no longer necessary to explicitly callloader.getDependsRecursively
. If needing to find the dependency of the resource, please refer to the relevant API inassetManager.dependUtil
.- For security reasons,
assetManager
only supports the Auto Release property set in the scene, andloader.setAutoRelease
,loader.setAutoReleaseRecursively
,loader.isAutoRelease
APIs have been removed. It is recommended to use the new auto-release mechanism based on reference counting. Please refer to the Release Of Resources documentation for details.
Extension-related interface replacements
Pipeline
If using methods in custom code that use
loader.insertPipe
,loader.insertPipeAfter
,loader.appendPipe
,loader.addDownloadHandlers
,loader.addLoadHandlers
series APIs to extend the loading process ofloader
, or directly useloader.assetLoader
,loader.md5Pipe
,loader.downloader
,loader.loader
,loader.subPackPipe
, here are the detailed alternatives.Because
assetManager
is a more general module and no longer inherits fromPipeline
,assetManager
no longer implementshandler.insertPipe
,handler.insertPipeAfter
,handler.appendPipe
. Please replace with the following code:// before
const pipe1 = {
id: 'pipe1',
handle: (item, done) => {
let result = doSomething(item.uuid);
done(null, result);
}
};
const pipe2 = {
id: 'pipe2',
handle: (item, done) => {
let result = doSomething(item.content);
done(null, result);
}
};
loader.insertPipe(pipe1, 1);
loader.appendPipe(pipe2);
// after
function pipe1 (task, done) {
let output = [];
for (let 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 (let 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);
}
assetManager.pipeline.insert(pipe1, 1);
assetManager.pipeline.append(pipe2);
Notes:
assetManager
no longer inherits byPipeline
, but by multiplePipeline
instances owned underassetManager
. Please refer to the Pipeline and Task documentation for details.- For ease of use, the definition of Pipe no longer requires the definition of an object with a
handle
method and anid
, just a single method. See Pipeline and Task documentation for details. - In order to simplify the logic and improve performance, what is processed in Pipe is no longer a
item
but atask
object, see Pipeline and Task documentation for details. - In order to reduce learning costs, APIs in the form of
insertPipeAfter
are no longer supported inPipeline
, so please useinsert
to insert the specified location.
addDownloadHandlers, addLoadHandlers
For modularity reasons,
addDownloadHandlers
andaddLoadHandlers
are not implemented inassetManager
, please refer to the following for replacement:// before
const customHandler = (item, cb) => {
let result = doSomething(item.url);
cb(null, result);
};
loader.addDownloadHandlers({png: customHandler});
// after
const customHandler = (url, options, cb) => {
let result = doSomething(url);
cb(null, result);
};
assetManager.downloader.register('.png', customHandler);
Or:
// before
const customHandler = (item, cb) => {
let result = doSomething(item.content);
cb(null, result);
};
loader.addLoadHandlers({png: customHandler});
// after
const customHandler = (file, options, cb) => {
let result = doSomething(file);
cb(null, result);
};
assetManager.parser.register('.png', customHandler);
Notes:
- 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.
. - 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 ofdownloader
passes in the URL to be downloaded, andparser
passes in the file to be parsed. For more information aboutdownloader
andparser
, please refer to the Download and Parse documentation. - The new expansion mechanism provides an additional
options
parameter that can greatly increase flexibility. However, if it is not necessary to configure the engine’s built-in or custom parameters, ignore it. Please refer to the Optional parameter documentation for details.
downloader, loader, md5Pipe, subPackPipe
loader.downloader
can be replaced byassetManager.downloader
, andloader.loader
can be replaced byassetManager.parser
. For details, see Download and Parse documentation or the corresponding API documentation assetManager.downloader and assetManager.parser.Note: for performance, modularity and readability reasons,
loader.assetLoader
,loader.md5Pipe
,loader.subPackPipe
have been merged intoassetManager.transformPipeline
. Remember to avoid using any of the methods and properties in these three modules. Details aboutassetManager.transformPipeline
can be found in Pipeline and Tasks documentation.
Other changes
The url
and AssetLibrary
have been removed, so avoid using any methods and properties of url
and AssetLibrary
.
Pipeline
can be replaced by AssetManager.Pipeline
:
// before
const pipe1 = {
id: 'pipe1',
handle: function (item, cb) {
let result = doSomething(item);
cb(null, result);
}
}
const pipeline = new Pipeline([pipe1]);
// after
function pipe1 (task, cb) {
task.output = doSomething(task.input);
cb(null);
}
const pipeline = new AssetManager.Pipeline('test', [pipe1]);
Note:
LoadingItem
is no longer supported inassetManager
, please avoid using this type.
To support more loading strategies, macro.DOWNLOAD_MAX_CONCURRENT
has been removed from macro
and replace it with the following:
// before
macro.DOWNLOAD_MAX_CONCURRENT = 10;
// after
assetManager.downloader.maxConcurrency = 10;
Or:
// before
macro.DOWNLOAD_MAX_CONCURRENT = 10;
// after (set a preset value)
assetManager.presets['default'].maxConcurrency = 10;
Please refer to the Download and Parse documentation for details.