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Possibly related if you're encountering this in editor mode. https://forum.unity.com/threads/addressables-1-4-0-bug.791342/#post-5421225
https://forum.unity.com/threads/addressables-1-4-0-bug.791342/
The issue seems to reside in BuildScriptFastMode. When performing GatherAssetsForFolder it doesn't make use of the...
You need to have direct references to the dependencies of a given prefab in a group, any group (in your case, the base prefab group). You can use...
//intentionally for not foreach so groups can be added mid-loop. for(int index = 0; index < aaContext.settings.groups.Count; index++)...
I'm not sure if it still applies, but it's a fix I keep adding to my local package as I upgrade. Also, the behaviour in general around that code...
https://forum.unity.com/threads/load-runtimeanimatorcontroller-from-addressable.746018/#post-4995227
Just checking something (that might be obvious, but easy enough to trip up on): If you run another platform in the Editor (e.g. IOS) it won't work...
In V1.2.2 it looks like a possible issue in AddressableAssetEntry.cs : CreateCatalogEntries. There should be a conversion like the SceneAsset ->...
A big +1 to all of this - in particular the need to specify asset bundles from older builds to replace the built ones (e.g. a with a Bundle...
Perhaps this needs emphasised with a new post but it does seem unusual that so many classes have been made internal yet the documents suggest that...