Async image loader with two caching layers for Unity.
- ✔️ 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.SetSprite(imageURL, image);
- ✔️ Auto set to SpriteRenderer
ImageLoader.SetSprite(imageURL, spriteRenderer);
- ✔️ Debug level for logging
ImageLoader.settings.debugLevel = DebugLevel.Error;
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.
using Extensions.Unity.ImageLoader;
using Cysharp.Threading.Tasks;
public class ImageLoaderSample : 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.SetSprite(imageURL, image);
}
}
using Extensions.Unity.ImageLoader;
using Cysharp.Threading.Tasks;
public class ImageLoaderSample : MonoBehaviour
{
[SerializeField] string imageURL;
[SerializeField] Image image1;
[SerializeField] Image image2;
void Start()
{
// Loading with auto set to image
ImageLoader.SetSprite(imageURL, image1, image2).Forget();
}
}
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 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.
-
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 Memory cache for specific image
ImageLoader.SaveToMemoryCache(url, sprite);
// Take from Memory cache for specific image if exists
ImageLoader.LoadFromMemoryCache(url);
// 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 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);
- Install OpenUPM-CLI
- Open command line in Unity project folder
- Run the command
openupm add extensions.unity.imageloader