extensions.unity.imageloader
v5.3.3
Published
Asynchronous image loading from remote or local destination. It has two layers of configurable Memory and Disk cache systems.
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Unity Image Loader
Async image loader with two caching layers for Unity.
Features
- ✔️ Async loading from Web or Local
ImageLoader.LoadSprite(imageURL);
- ✔️ Memory and Disk caching - tries to load from memory first, then from disk
- ✔️ Dedicated thread for disk operations
- ✔️ Avoids loading same image multiple times simultaneously, task waits for completion the first and just returns loaded image if at least one cache layer activated
- ✔️ Auto set to Image
ImageLoader.LoadSprite(imageURL).ThenSet(image);
- ✔️ Auto set to RawImage
ImageLoader.LoadSprite(imageURL).ThenSet(rawImage);
- ✔️ Auto set to Material
ImageLoader.LoadSprite(imageURL).ThenSet(material, "_MainTex");
- ✔️ Auto set to SpriteRenderer
ImageLoader.LoadSprite(imageURL).ThenSet(spriteRenderer);
- ✔️ Cancellation
ImageLoader.LoadSprite(imageURL).Cancel();
- ✔️ Cancellation handling
ImageLoader.LoadSprite(imageURL).Cancelled(() => ...);
- ✔️ Error handling
ImageLoader.LoadSprite(imageURL).Failed(exception => ...);
- ✔️ Debug level for logging
ImageLoader.settings.debugLevel = DebugLevel.Error;
Installation
- Install OpenUPM-CLI
- Open command line in Unity project folder
- Run the command
openupm add extensions.unity.imageloader
Usage
In the main thread somewhere at the start of the project need to call ImageLoader.Init();
once to initialize static properties in the right thread. It is required to make in the main thread. Then you can use ImageLoader
from any thread and at any time.
Sample - Loading Sprite, set to Image
using Extensions.Unity.ImageLoader;
using UnityEngine;
using UnityEngine.UI;
public class SampleImageLoading : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image;
async void Start()
{
// Loading sprite from web, cached for quick load next time
image.sprite = await ImageLoader.LoadSprite(imageURL);
// Same loading with auto set to image
await ImageLoader.LoadSprite(imageURL).ThenSet(image);
}
}
Sample - Loading image into multiple Image components
using Extensions.Unity.ImageLoader;
using UnityEngine;
using UnityEngine.UI;
public class SampleSetMultipleSpriteIntoMultipleImages : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image1;
[SerializeField] Image image2;
void Start()
{
// Loading with auto set to multiple images
ImageLoader.LoadSprite(imageURL).ThenSet(image1, image2).Forget();
}
}
Sample - Error handling
using Extensions.Unity.ImageLoader;
using UnityEngine;
using UnityEngine.UI;
public class SampleErrorHandle : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image;
void Start()
{
ImageLoader.LoadSprite(imageURL) // load sprite
.ThenSet(image) // if success set sprite into image
.Failed(exception => Debug.LogException(exception)) // if fail print exception
.Forget();
ImageLoader.LoadSprite(imageURL) // load sprite
.ThenSet(image) // if success set sprite into image
.Then(sprite => image.gameObject.SetActive(true)) // if success activate gameObject
.Failed(exception => image.gameObject.SetActive(false)) // if fail deactivate gameObject
.Forget();
}
}
Sample - Cancellation
using Extensions.Unity.ImageLoader;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
public class SampleCancellation : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image;
void Start()
{
ImageLoader.LoadSprite(imageURL) // load sprite
.ThenSet(image) // if success set sprite into image
.CancelOnDestroy(this) // cancel OnDestroy event of current gameObject
.Forget();
ImageLoader.LoadSprite(imageURL) // load sprite
.ThenSet(image) // if success set sprite into image
.Failed(exception => Debug.LogException(exception)) // if fail print exception
.CancelOnDestroy(this) // cancel OnDestroy event of current gameObject
.Forget();
ImageLoader.LoadSprite(imageURL) // load sprite
.ThenSet(image) // if success set sprite into image
.Then(sprite => image.gameObject.SetActive(true)) // if success activate gameObject
.Failed(exception => image.gameObject.SetActive(false)) // if fail deactivate gameObject
.Canceled(() => Debug.Log("ImageLoading canceled")) // if canceled
.CancelOnDisable(this) // cancel OnDisable event of current gameObject
.Forget();
}
void SimpleCancellation()
{
var future = ImageLoader.LoadSprite(imageURL).ThenSet(image);
future.Cancel();
}
void CancellationTokenSample1()
{
var cancellationTokenSource = new CancellationTokenSource();
// loading with attached cancellation token
ImageLoader.LoadSprite(imageURL, cancellationToken: cancellationTokenSource.Token)
.ThenSet(image)
.Forget();
cancellationTokenSource.Cancel(); // canceling
}
void CancellationTokenSample2()
{
var cancellationTokenSource = new CancellationTokenSource();
ImageLoader.LoadSprite(imageURL)
.ThenSet(image)
.Register(cancellationTokenSource.Token) // registering cancellation token
.Forget();
cancellationTokenSource.Cancel(); // canceling
}
void DisposeSample()
{
using (var future = ImageLoader.LoadSprite(imageURL).ThenSet(image))
{
// future would be canceled and disposed outside of the brackets
}
}
}
Sample - Await and Forget
using Extensions.Unity.ImageLoader;
using UnityEngine;
using UnityEngine.UI;
public class SampleAwaitAndForget : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image;
async void Start()
{
// Load image and wait
await ImageLoader.LoadSprite(imageURL);
// Load image, set image and wait
await ImageLoader.LoadSprite(imageURL).ThenSet(image);
// Let's skip waiting for completion.
// To do that we can simply remove 'await' from the start.
// To avoid compilation warning need to add '.Forget()'.
ImageLoader.LoadSprite(imageURL).ThenSet(image).Forget();
}
}
Sample - Lifecycle
using Extensions.Unity.ImageLoader;
using UnityEngine;
using UnityEngine.UI;
public class SampleLifecycle : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image;
void Start()
{
ImageLoader.LoadSprite(imageURL) // load sprite
.LoadedFromMemoryCache(sprite => Debug.Log("Loaded from memory cache")) // if loaded from memory cache
.LoadingFromDiskCache(() => Debug.Log("Loading from disk cache")) // if loading from disk cache
.LoadedFromDiskCache(sprite => Debug.Log("Loaded from disk cache")) // if loaded from disk cache
.LoadingFromSource(() => Debug.Log("Loading from source")) // if loading from source
.LoadedFromSource(sprite => Debug.Log("Loaded from source")) // if loaded from source
.Failed(exception => Debug.LogException(exception)) // if failed to load
.Completed(isLoaded => Debug.Log($"Completed, isLoaded={isLoaded}")) // if completed (failed, loaded or canceled)
.Then(sprite => Debug.Log("Loaded")) // if loaded
.ThenSet(image) // if loaded set sprite into image
.Canceled(() => Debug.Log("Canceled")) // if canceled
.Disposed(future => Debug.Log("Disposed")) // if disposed
.Forget();
}
}
Texture Memory Management
ImageLoader can manager memory usage of loaded textures. To use it need to call ImageLoader.LoadSpriteRef
instead of ImageLoader.LoadSprite
. It will return Reference<Sprite>
object which contains Sprite
and Url
objects. When Reference<Sprite>
object is not needed anymore, call Dispose
method to release memory, or just don't save the reference on it. It is IDisposable
and it will clean itself automatically. Each new instance of Reference<Sprite>
increments reference counter of the texture. When the last reference is disposed, the texture will be unloaded from memory. Also the all related References will be automatically disposed if you call ImageLoader.ClearMemoryCache
or ImageLoader.ClearCache
.
// Load sprite image and get reference to it
await ImageLoader.LoadSpriteRef(imageURL);
// Take from Memory cache reference for specific image if exists
ImageLoader.LoadFromMemoryCacheRef(url);
Cache
Cache system based on the two layers. The first layer is memory cache, second is disk cache. Each layer could be enabled or disabled. Could be used without caching at all. By default both layers are enabled.
Setup Cache
ImageLoader.settings.useMemoryCache = true;
default value istrue
ImageLoader.settings.useDiskCache = true;
default value istrue
Change disk cache folder:
ImageLoader.settings.diskSaveLocation = Application.persistentDataPath + "/myCustomFolder";
Override Cache
// Override Memory cache for specific image
ImageLoader.SaveToMemoryCache(url, sprite);
// Take from Memory cache for specific image if exists
ImageLoader.LoadFromMemoryCache(url);
Does Cache contain image
// Check if any cache contains specific image
ImageLoader.CacheContains(url);
// Check if Memory cache contains specific image
ImageLoader.MemoryCacheContains(url);
// Check if Memory cache contains specific image
ImageLoader.DiskCacheContains(url);
Clear Cache
// Clear memory Memory and Disk cache
ImageLoader.ClearCache();
// Clear only Memory cache for all images
ImageLoader.ClearMemoryCache();
// Clear only Memory cache for specific image
ImageLoader.ClearMemoryCache(url);
// Clear only Disk cache for all images
ImageLoader.ClearDiskCache();
// Clear only Disk cache for specific image
ImageLoader.ClearDiskCache(url);