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Looks like this bug is now tracked on the public issue tracker:...
All of the sprite-related issues I know of are fixed in Addressables 1.16, so what you're running into is probably different than the issue I was...
What version of Addressables are you using? I've run into a handful of issues with sprites on older versions, including one that was similar to...
Starting with Addressables 1.16.1 GetDownloadSizeAsync() doesn't work for scene assets when running with the fast mode build script (the "Use...
I'm also seeing this issue, though I'm seeing it with Addressables.LoadAssetsAsync<GameObject>(). In particular I'm using it to load all assets...
After updating to Addressables 1.13.1 it looks like we're now able to load sprites even if they're included in a sprite atlas :) However, it looks...
Looks like this was fixed in version 1.13.1. I was able to test it out in my project and it seems to be working correctly :D
Ah, I see what you mean now! I think that information gets baked out into the content catalog, though? As far as I understand it, profiles don't...
I'm not sure what you mean by this o_O What paths are needed when you try to load a separate catalog? You provide the path to the catalog itself,...
My current understanding of the Addressables system is that the active profile is only used when doing a content build. I initially had assumed...
@unity_bill Ah, thanks for that info! I'm excited to see that Addressables is moving in the direction of not duplicating sprites that are included...
I've also run into this issue and have had to downgrade my project to Addressables 1.10.0 to fix the issue. @Ghetaldus have you filed a bug...
So I think I've confirmed the non-duplication behavior in a second project (one that's an actual production game rather than being a minimal test...
AH! Loading as Object is a good solution, I should have thought of that sooner! That should hold me over until a full fix can be released. Thanks!
Ah, that's good to know! That's potentially a problem for the case I'm trying to setup, where the idea is to assign an asset location to a...
A while back @unity_bill mentioned in a forum thread that you shouldn't mark a sprite addressable if its included in an addressable sprite atlas,...
As an initial test to see if my analysis is accurate, I modified the problematic logic I mentioned in CreateCatalogEntriesInternal() to be the...
Not quite. If you mark the atlas as addressable, then it will be bundled according to the group settings for the asset group it is included in....
As I understand it, you need to have "Include in Build" enabled for Addressables to be able to include the atlas in the built bundles. This is...
Currently, it's not possible (as far as I know). Right now the way you load a sprite from a sprite atlas with Addressables is to use subobject key...