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@pamfeeling I've just released the first Release Candidate. Hopefully the README provides enough information :) It's a little untested at the...
Just a bit to way in on this. I am succesfully building asset bundles consistently with the same hashes. the problem for us was on our build...
@Ben-BearFish This should have no side effect as you are simply returning operation that is being used (the Convert just ensure the correct type)....
For those interesting making this a package: https://github.com/jelte/be.khepri.addressables-pad
Easiest way is to tag everything you want to downloaded and then do GetDownloadSizeAsynch for that tag.
Stupid spam protection not allowing me to update my post :( saw it was missing a method in the AssetPackGroupSchema public AssetPack...
I literally did this yesterday :) Thnk @Fuduin for linking, I'll repost it here (note: updated post) Steps: Preprocessor to remove all bundles...
It's not something special, just some helper methods around reflections: using System; using System.Reflection; namespace...
I don't really understand why this is an error... The optimization is fine, but shouldn't it just return the operation instead? public...
Exactly the problem I had :). On initializatoin the {PathsRegistry.GearPath} is cached. But you can clear this....
All the bundles are static, so that should should not be the case.
One thing I noticed is that the GatherModifiedEntries does not take into account the bundles that are flagged to not be included into the build....
Hi, although I'm still struggling with it a bit (including to many files) the code we are roughly using:...
Hi, I'm having a small issue with automatically generating a content update. As a test I only change one property in a scriptable object. yet the...
Did you call "CheckForCatalogUpdates" and "UpdateCatalogs" before calling "GetDownloadSize"? if I got it right. the GetDownloadSize only checks...
Not exactly broken, just odd behaviour. As the Cached Hash is empty, and thus not equal to the Remote Hash. The Catalog is downloaded, even...
Hi @DavidUnity3d, yes sorry for mixing up the terminology (still thinking in terms of asset bundles). 1) this makes sense. 2) yes, that's...
Hi, I have been implementing Addressables in an existing live project and have a few questions regarding the manifest. Before I start, I would...
What I did was tag (one/some) assets in each bundle I want predownloaded and use Addressables.DownloadDependenciesAsync("default"); during...
Have you tried making the base prefab into an addressable? I think this way each variant will point to this single reference and all the...