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Adding more content to my game using Addressables

Discussion in 'Addressables' started by JorgeJustino, Nov 12, 2018.

  1. JorgeJustino

    JorgeJustino

    Joined:
    Mar 2, 2011
    Posts:
    16
    Hey, in past when we did not have the addressable I have build a system with assetbundles to add content to my games and I not being able to see a way to make the same system work with addressables.

    In my old system I have a specific structure of folders, I have in my editor a folder structure that is like this BundlesAssets/Content/{Name of the Content}/{All assets that belong to this content}, when I build those content bundles it goes to a folder in the same level of the .exe with this structure Bundles/Content/{Name of the Content}/{Name of the content}.bundle.

    The main problem I'm facing with the Addressables is that I dont know how to make it build and load each bundle in its specific folder, I need that to be like that because it has another part of the system that I can't change that works like that.
    Do you guys know how to make this work like that or if I can make a custom builder and loader for the addressables based on the name of the content?

    I only build to windows plataform.

    Thanks!
     
  2. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Well, I don't entirely understand your workflow, but let me attempt to answer.

    1. You can mark folders as addressable.
    2. If you give an addressable folder a label, then all content inside that folder has that label.
    3. On the bundled asset group, there is a "bundle mode" that you can set to "pack separately".

    So it sounds like for your situation, you could do #1 and #2, and optionally #3. Then at runtime, you can load by label.

    hope this helps.
    -Bill