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I often see Addressables described as the replacement for putting content in Resources, but there's two things I'm kind of missing here that I'm...
I've been tinkering with how to organise the addressables in our rather chunky project. We've had some load time issues by applying the "Check...
Our project has quite a few (3000+) entries across various addressable content groups. This however does make the UI very slow to interact with,...
After adding some debug logs inside the SBP package, I tracked down the asset causing this and it turned out Unity's importer had failed for some...
I have around 14.000 assets in addressables and I'm having some of the same issues. Going into play mode isn't too much of an issue (at least on...
So I wrapped calls in ClearDependencyCacheForKey with #if !UNITY_SWITCH & !UNITY_PS4 and my build was progressing further. Then everything ground...
Bumping this, yet again. So to summarize: the error seems to be specific to running the build script on the Nintendo Switch platform. From what I...
I think in this case it's better to use Addressables.LoadAsync on the prefab, instantiate from that, and when you know all instances are...
After some more poking: it seems related to running Unity on the Nintendo Switch platform. I don't get the error when I switch back to PC Standalone.
Another addition to my quest to bring the addressables system to its knees. In the previous thread I got an argument exception because an asset...
The error returned after I set the new group to "Pack Separately". So what I'm seeing from code is asset bundles are internally added to a...
Ended up resolving this by making adding some logging to the addressables code to find the actual asset group causing this, then moving all the...
I'd really like some help with this since it's blocking our progress. Is there any more info I should provide?
On Addressables 1.5.0, Unity 2018.4.8, when building the player content using the Build -> New Build -> Default Build Script, the loading bars...
Yes it only happens in the Fast Mode play mode script. However using Virtual Mode for our project isn't really viable since it takes 10 minutes...
Quite simple to reproduce. I made a project to reproduce it with a StartScene that additive loads a scene using the Addressables package. I...
We have a few shaders that this asset isn't working on, mainly the Toon Colors Pro asset pack one at the moment. I'm wondering what do I need to...