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Hmm interesting, I'll look into it! Thanks for sharing :)
You can't serialize assets on runtime and treat it as addressable asset. If you need to somehow serialize data to xml and store it, you should...
AFIK, you can't do that without forking and modifying Addressables Package. If you really want to, you can add reset function and destroy all...
Cool to hear that it's working for you. For problem1, may be you can change the queue to dictionary and make WebRequest accessible by key or...
So GUI command to do that is "Update a Previous Build" right? You should search for that in Addressables package....
Copy UnityEngine.ResourceManagement.WebRequestQueue to somewhere in your namespace add something like public static void AbortRequest()...
From my testing, I believe Addressables.LoadContentCatalogAsync(catalogPath) does both download AND load content catalog much like other apis in...
you can also do: public Task DownloadDependenciesTask(<Label>) { var handle = Addressables.DownloadDependenciesAsync(<Label>); var...
It may be related, but when I was testing Addressables, it seems like when ever I delete the Library folder, the asset hash changed (for assets...
For modifying headers, you probably need to dig into AssetBundleProvider. Use Unity's implementation as template add somewhere to modify header. I...
May be don't use brackets on your filenames? those seems to signal subassets
I just ran into problem where I noticed AssetBundleProvider was creating extra UnityWebRequest even though I used DownloadDependencies in advance....
So after much tinkering, I was able to avoid this situation by modifying DownloadDependenciesAsync implementation. After all, seems like...
Hello there, I'm currently in process of evaluating AAS for use with our current and forthcoming project. While trying to evaluate how AAS behave...