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Hi community! When updating the Unity project from version 2019.2.2f1 to 2019.3.0b8, the UI began to look much better and sharper. Unfortunately,...
Platform: WebGL I have 2 projects: Client & GameEditor. Both has addressables systems. Client build all UI bundles while GameEditor generates...
I have troubles with Addressables initialization in WebGL build at Chrome and Firefox browsers. Application try to load local cashed *.hash files...
You can open /Packages/manifest.json and edit it in any text editor. Simply add "com.unity.addressables": "0.3.5-preview" to other dependencies...
I didn't dig into "Build For Content Update" yet. But I use Play with Packed Play Mode for updating content. After that it's not enough to upload...
Does anyone else has this problems in WebGL build opening in chrome/firefox/safari or it's just my local issue?
You don't need to mess with files. Insted you need to think in terms of assets. 1. The best way to find that out is try to load an asset 2. It's...
// WebGL: Will it download the bundle right here? Or at startup? Addressables.LoadAsset<AudioClip>("someaudioclip"); This code will load AudioClip...
Thanks for reply. No I'm using addressables since 0.1.2-preview and figured out a little how everything works there. I have 3 remote groups. Each...
I've build project and upload all the stuff (build files and addressable bundles) to a web server. If I open url in the Edge browser - everything...
I've solved my case by cleaning addressables before build. In Addressables Window - Build - Clean - All Cached Data
Same issue
Thanks Paul. That's awesome solution. Unfortunatly I get StackOverflowException every time when I call Addressables.InitializeWithAdditionalData...
I'm looking for solution too. For now I've found how to replace addressable bundles, with same names from different projects It's all about...
Hi wwweh! Hardcode works for me, thanks! I use BuildCompression.DefaultLZ4, and it fit's too. The errors of compression are gone in a browser build.