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19.3 Fast Enter Play Mode Implementation

Discussion in 'Addressables' started by CQTD, Nov 27, 2019.

  1. CQTD

    CQTD

    Joined:
    Oct 5, 2019
    Posts:
    23
    As you know, there is a huge change in entering play mode in the editor.
    https://docs.unity3d.com/2019.3/Documentation/Manual/ConfigurableEnterPlayMode.html

    I'm using a verified 1.1.10 version at 2019.3b.
    And addressable looks not compatible with this skipping reload domain feature.
    Can you implement [RuntimeInitializeOnLoadMethod] attribute to static variables in Addressable?

    The result of AsyncOperation when calling AsyncLoad returns null without throwing any exception. it seems that static Addressable containers still have AssetBundles on memory but actual assets being unloaded. We should clean up these static dummies on entering play mode.

    Thanks, always.

    ps. If you already fixed about this, I'll appreciate it when you mention which version it is and stable. I tried this in 1.4.0, but still can't skip reloading domain.
     
    Last edited: Nov 27, 2019
  2. justin_sunblink

    justin_sunblink

    Joined:
    Dec 3, 2019
    Posts:
    7
    I also think there is a bug lurking wherein new assets marked with a label do not show up at runtime when loaded via labels.

    Now that entities supports no-domain reload I see this as a pretty mandatory feature to support. Anything that increases iteration speed from where baseline Unity has been at for a while is a Big Deal.
     
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