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Version: v3

Quick Start

Important Attention Reminder

Coding Style wiki


Start Installation OxGFrame with YooAsset + HybridCLR

Step 1. (Install Dependencies)

Use Package Manager to Install (Install via git)

https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask

Use Package Manager to Install (Install via git)

https://github.com/michael811125/LWMyBox.git

Use Package Manager to Install (Install via git)

https://github.com/michael811125/OxGKit.git?path=Assets/OxGKit/LoggingSystem/Scripts

Use Package Manager to Install (Install via git)

https://github.com/michael811125/OxGKit.git?path=Assets/OxGKit/SaverSystem/Scripts

Use Package Manager to Install (Install via git)

https://github.com/michael811125/OxGKit.git?path=Assets/OxGKit/TimeSystem/Scripts

Use Package Manager to Install (Install via git)

https://github.com/michael811125/OxGKit.git?path=Assets/OxGKit/Utilities/Scripts

Use Package Manager to Install (Install via git)

https://github.com/focus-creative-games/hybridclr_unity.git

Use Package Manager to Install (Install by name)

com.unity.textmeshpro

Use Package Manager to Install (Install by name)

com.unity.nuget.newtonsoft-json

Step 2. (Install the Framework)

Method 1

OxGFrame

Use Package Manager to Install (Install via git)

https://github.com/michael811125/OxGFrame.git?path=Assets/OxGFrame

Manage Component Imports (Samples)

Method 2

Download the source code directly (Code Download ZIP)

Copy the OxGFrame folder into the Assets folder of the new Unity project.

Reminder If there is no need to modify the framework yourself, it is recommended to install it directly using the Package Manager.




Built-in dependencies


Macro Definitions

Framework API

  • Hotfixers (using OxGFrame.Hotfixer)
  • AssetLoaders (using OxGFrame.AssetLoader)
  • AssetPatcher (using OxGFrame.AssetLoader)
  • CoreFrames (using OxGFrame.CoreFrame)
  • MediaFrames (using OxGFrame.MediaFrame)
  • NetFrames (using OxGFrame.NetFrame)

※Note: It is recommended to carefully review the examples of each module (pay attention to the usage rules of "res#" and "build#").

If needed, you can write a BuildTool to call

  • Editor

    • HotfixHelper (using OxGFrame.Hotfix.Editor)
    • BundleHelper (using OxGFrame.AssetLoader.Editor)
    • MediaHelper (using OxGFrame.MediaFrame.Editor)
  • Runtime

    • BundleConfig (using OxGFrame.AssetLoader.Bundle)
    • PatchSetting (using OxGFrame.AssetLoader)
      • PatchSetting.setting (Singleton instance)
    • YooAssetBridge (Reflection)