Hey guys I have structure of groups which basically corresponds with my project structure. Like Code (CSharp): Assets-CarModels Assets-Buildings Assets-Enviroment Levels Advantage is when 3d artist add new car to folder , I can easily add it to proper group as well. Problem whit this is that I want to separate those assets to two parts, one will be local in buil and second on cdn downloaded later. I can create groups like that Code (CSharp): Assets-CarModels Assets-Buildings Assets-Enviroment Levels Tutorial-Assets-CarModels Tutorial-Assets-Buildings Tutorial-Assets-Enviroment Tutorial-Levels or I can crate custom build and custom schema that would leave first group structure and decide if Addressable asset is local or remote by it's tag. Is this possible? Thanks
Because you can only specify where to load a bundle (remote/local) by it's group schema, you have to use different groups for tutorial and remote assets. Depends on how you decide where the assets belongs to (manually, by address, by folder...), you can write an editor helper script to move the assets around to the right group. The importer may help.
Yes you can make that by creating a custom a new IDataBuilder and and a custom schema. You can check an example here: https://github.com/Unity-Technologi...iations/Assets/Editor/BuildScriptInherited.cs It creates new groups while building content and then after the content it built, it reverts backs the groups. I think that's exactly what you need.
@HugoClip's approach also works (thanks for sharing the link). However to solve your specific problem it seems a bit over-engineering, but your call.
@Favo-Yang is right, if the only thing you require is different groups, remove and local I would just do it manually or use the importer.