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In a group, you can only load either synchronously. Either asynchronous. And if the synchronous group depends on the resources of an asynchronous...
The caching mechanism is：
1.Check if there is a cache：
[code = CSharp]...
Change the file name to XX.edt.bytes
I have the same problem.
Version is 1.8.5
I upgraded to the latest 1.9.2 and the problem is still not resolved.
I also encountered another...
I encountered the same problem, and failed to load AssetBundle randomly.
The flower screen will disappear automatically after about 1 or 2 seconds, and it will be normal in the future.
Color space: linear...
Addressables.LoadContentCatalogAsync("catalogPath").Completed += handle =>
var downhandle =...
Mainly to solve the problem of synchronous loading. Even if a resource is remote, I will first download the remote resource to a custom directory...
I used a custom caching mechanism, specifically modified in AssetBundleProvider.cs, CreateWebRequest method.
In 2018.3, drag the prefab into the scene, use PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot to get the prefab path correctly, in 2019.3...
AssetBundle cannot be created or modified at runtime
For example, the On-Screen Button Inspector does not work properly.
I have a similar hash collision problem.
I don't want to judge by the status of AsyncOperationHandle.
Addressables does not support synchronous loading. Use AssetDatabase.LoadAssetAtPath under the editor.
You can find the path of the resource by...
Asset Bundles' API does support synchronous loading, but overall the design of Addressables has caused a lot of flaws, even if you modify the...
I encountered the same problem.
After using BuildContentUpdate,Does not clear useless bundles.
The reproduction is simple.
2.Modify local group resources...
Yes, the default cache bundle. AddressableAssetGroup has settings for caching policies.
Cache mechanism UnityWebRequestAssetBundle related API.