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Does Addressable exclude unnecessary resources in Build In Data?

Discussion in 'Addressables' started by calc1fer, Jan 24, 2021.

  1. calc1fer

    calc1fer

    Joined:
    Oct 5, 2019
    Posts:
    62
    I recognized addressable group window detects editor resources of UI Builder. So I tried to manually exclude them myself but it looks like just crawling the list in 'Resources' folder.

    Then, Are they excluded automatically from the catalog build? or Do I have to request this problem to ui builder devs?

    Has anyone tested this?
    Thanks.

     
  2. n-gist

    n-gist

    Joined:
    Mar 7, 2016
    Posts:
    41
    Met with this too from URP and InputSystem packages. Wondering if this is stipped during actual build? Because when I check it using Build > New Build > Default Build Script, I see that catalog.json is polluted with these entries.

    If it is stripped, should we see it in Adressables Groups at all?

    Screenshot_1.png
     
  3. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,438
  4. n-gist

    n-gist

    Joined:
    Mar 7, 2016
    Posts:
    41
    Hi! Your case is little bit different and quote from devs that you posted seems correct to me, because you marked a folder to be addressable intentionally. That marks everything inside it to be addressable too. Anything marked addressable should be accessible in build. You can move that meshes to another folder, that is not located under any addressable-marked folder. Just reorganize it something like this, it should work.

    In my case these assets are not marked addressable, they are pulled in just because they are located in Resources folders, despite the fact that they are also in Editor folders. I can't change this because it comes with packages. Reguilar build pipeline strips such assets, as mentioned in documentation:
    https://docs.unity3d.com/2021.2/Documentation/Manual/SpecialFolders.html (Resources section)

    It seems to me that Addressables should strip them too