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Can you clarify this? Because as I interpret this, this isn't true. Once an asset has been registered to Addressables, its address (is this what...
Are you merging scenes when they are loaded? Because if you merge a scene that has been loaded through Addressables, the scene loading handle...
Is there an event system active in the scene where the canvas is being instantiated in?
It's been a while since I used asset bundles in its raw form. However, I adapted Addressables to be more friendly for using with Steam and its way...
It's not impossible. We employ this exact tactic. We have several DLC bundles, which are being tracked using a unique label per DLC bundle. When a...
I found a solution: make a separate action for toggling the rotation. When this toggle is performed, I hide the cursor. And in my input manager...
Hi all I'm a little stuck in trying to achieve my goal. In an RTS game I'm working on, I want my camera to rotate, and while it is rotating, I...
You can use a context item if you want to do it quickly (https://docs.unity3d.com/ScriptReference/ContextMenu.html). The context item will also be...
This sounds like you can do this with OnValidate. These are a few assumptions I'm making right now: Your list of map asset positions is supposed...
Version 1.21.2 is almost a year old, and also a version in which the issue was not present in any of the Unity editors. It's fixed in 1.21.17 I...
You can find cached files and build artefacts in your project's Library folder: Library/Artefacts -> these contain the scriptable build pipeline...
I suspect this is 'working as intended'. When you build using Addressables, you keep at least three copies of your data: In your Assets folder,...
These are two separate things: How bundles are handled in RAM depends on it's compression setting. The setting Asset Bundle Compression on an...
Yes. The catalog.json file is a giant map of identifiers, labels, locations and its dependencies. When you request an item with a certain ID, or...
Internally, Addressables should resolve the name or ID to a specific bundle and only load what it requires. If the asset depends on other assets...
That depends on how you distribute the content. I have no experience myself with this, as I only work with locally available content and I always...
What do you mean with 'create a new addressable'? If you're running with the 'use existing bundles' playmode option, then ynything that changes...
This is expected behavior. Addressable bundles are platform dependent and can't be used on a different platform. If you pick the play mode option...
If you require 'traditional offline DLC' that is distributed by content pipelines like Steam or Epic Game Store, you can have a look at this fork...
In this case, you better use Addessables.LoadAssetAsync instead. It gives you the loading handle of the prefab. Instantiate the prefab as much as...