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Question Load addressables unknown at build time

Discussion in 'Addressables' started by waldgeist, Jan 24, 2022.

  1. waldgeist

    waldgeist

    Joined:
    May 6, 2017
    Posts:
    388
    We would like to build an app where third-party 3D modellers can provide assets that are loaded into a Unity app at runtime (i.e. user-generated 3D content). The content itself shall be stored as Addressables on the server, but these Addressables are *not* known at build time (since they are added dynamically to the server). Is this possible with the Addressables system?
     
  2. andymilsom

    andymilsom

    Unity Technologies

    Joined:
    Mar 2, 2016
    Posts:
    294
    As you build the data, you will get another Catalog. this can then be loaded in addition to what is built internally, using https://docs.unity3d.com/Packages/c...CatalogAsync.html#loading-additional-catalogs

    It is likely that each build will contain duplicate shaders, so you should take care to make each bundle unique, including the shaders. This will result in duplicate shaders, but there is not a lot you can do there.

    When the catalog for your new built content is loaded. It will be accessible through Addressables.
     
    Last edited: Feb 1, 2022