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Amazon Web Services (AWS). You can get lots of free trials and credits for small businesses, but it wont last forever. It does cost money...
I released a game on the google play store, and someone reverse engineered it. They modified to code to give themselves cheats (invincibility, max...
this might help you out https://forum.unity.com/threads/addressables-buildlayout-explorer-for-unity.1162418/
I've gone through a few simple use cases with Addressables and upgrading Addressables using remote catalogs / bundles on Android/IOS. I haven't...
Loading an asset will always allocate memory, there's no away around it. The key to managing memory to stop crashing is UNLOADING assets when you...
I am also curious if anyone has any good ideas on this. (I've run into the same problem). My current solution is to mark some groups as "pack...
yea, for my project, I used the same code patterns as you, but I put all my sprite atlases in their own group and tagged it as "pack separately"...
when you build an asset group that has both scenes and assets that is set to pack together (the default setting), scenes need to be split out into...
Yes, I work for a small indie studio, and we have shipped a F2P Gacha RPG mobile game (ios / android) with Addressables (yes, the product is still...
check out Peter77's tool as a starting point. Its a little feature lite, but its really solid:...
Any update on this? I just ran into the same issue. I'm using Unity 2019.4.17f1. Videos from uncompressed asset bundles via streaming assets load...
There are 2 version of LoadAssetAsync() AssetReference.LoadAssetAsync() which is what you are using, will hold onto the loaded object in in memory...
Awesome tool, thank you! I ran into a small issue with apparently some of my file names have "," in them, which trips up the parsing, but I really...
i ran into this behavior as well. As a work around, I used AssetReference.AssetGUID which is the GUID string of the asset assigned to the asset...
assetRef.Asset is only set if you use specifically use the function assetRef.LoadAssetAsync<T>() versus Addressables.LoadAssetAsync<T>(assetRef)...
I've run into the same issue previously and changing it to use Filename only, like in Peter's post, worked for me. Did you rebuild client/bundles...
the script fails for me on 2 bundles, the unity generated shaders bundles, and my one custom bundle that contains only ScriptableObjects. I always...
I use this third party script to inspect the contents of bundles: https://github.com/faelenor/asset-bundle-analyzer
in your code sample above on line 43, you are setting myGameObject to the result value of the loaded object. By calling this function multiple...
I use this tool to inspect bundles for those kinds of issues: https://github.com/faelenor/asset-bundle-analyzer (it doesn't seem to like the...