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Hi all thanks for your patience! This will be fixed in the next Addressables package release (1.21.15).
Hi @cjddmut yes this is a known issue. The source textures aren't stripped when the atlased sprites are explicitly addressable. This will be fixed...
There's more overhead involved with InstantiateAsync rather than using LoadAssetAsync and Object.Instantiate. It also doesn't scale well when...
Hi all in regards to the original issue (IN-11667) there was an issue with the reproduction project so it was closed. There was an asset still...
Hi @lucasrodriguezroge by "asset references" are you referring to the AssetReference class?...
Hi @markmozza thanks for posting this issue! I believe this is the latest page in the documentation regarding group templates...
Hi @llFlexford thanks for posting this issue. A similar issue was reported and will be fixed in the next package release. If the issue persists,...
Hi @llFlexford thanks for posting this issue with detailed reproduction steps. I've created a bug report.
Hi @nmbryant you might need to upload the generated aab to Google Play and install the app on an device. In the sample project there is a json...
Hi all thanks for posting about this issue. Could you elaborate more on what is "broken"? Is the AddressableAssetSettings object missing...
Hi @haling79 yes starting in 2022.1+ WebGL bundles use the browser cache instead of the UnityEngine.Caching class. In this case...
Hi @Ohmz19 a catalog update means that the Unity app is unchanged (same player build), but a remote catalog is downloaded and is used instead of...
Hi @dominikkoller Addressables will only be initialized once, so during the second time that InitializeAsync is called nothing will happen. A...
Hi @unity_key47 there are some other ways to override urls at runtime. WebRequestOverride may be the most straightforward approach....
Hi @briant_001 what is the build path of your addressable group? The default remote build path is ServerData/<platform>. More info about where...
Yes creating a custom copy of the package is the best workaround at the moment.
Hmm I see that is really strange. I would recommend submitting a bug report if possible.
Hi @DeathPro those meta files should be included in your Library/PackageCache. Does deleting the addressables folder in the cache and...
It might take a while for the public link to work, but here it is: https://issuetracker.unity3d.com/product/unity/issues/guid/ADDR-3341
Hi @Prodigga our public roadmap is here under the "Runtime Asset Management" tab: https://unity.com/roadmap/unity-platform/pipeline-integrations