Search Unity

[Poll] More control over Addressables?

Discussion in 'Addressables' started by logunov_a_v, Oct 19, 2019.

?

Would you like to have more control over Addressables flow?

  1. Yes

    5 vote(s)
    100.0%
  2. No

    0 vote(s)
    0.0%
  3. Just want to click something

    0 vote(s)
    0.0%
  1. logunov_a_v

    logunov_a_v

    Joined:
    Nov 12, 2018
    Posts:
    4
    Hello everyone, I have a theme to disscuss about.
    For a while we face a problem on some commercial project, when client request was to deliver each possible content on all available devices (excluding chine pirate versions).

    So, we had a AssetBundles and managed to loading each asset bundle from disk, using AssetBundle.LoadFromFile(path) (let's down syntax). And than we unloading a content when it no needed anymore.

    And so, we are tried to achieve same experience with addressable, but we encountered a problem if we do same flow, Addressable do not provide us with loading from disk and more over: when we are tying to Addressables.Release(ref) it releasing only memory from prefab, but not textures or materials, so in a long term it causes crashes on limited memory devices.

    Is it possible to get more control over Addressables like it was with AssetBundles? Is there any possibility to partially manage Addressables? We understand all risks and we will take care of them.
     
  2. Favo-Yang

    Favo-Yang

    Joined:
    Apr 4, 2011
    Posts:
    464
    These may help, if what you're trying to achieve is about memory management.
    TLDR: break down to smaller bundles (pack mode to separately), and unload all assets from an asset bundle to let the system free up memory immediately. If you sure unloaded everything from a bundle, but memory not get released, please fire a bug report.

    If not, you may want to describe what exactly proposed, let the system expose asset bundle for a few use cases?

    Maybe have a look at how BundledAssetProvider works, so you can figure out the way to reach to asset bundle under the surface.
     
    logunov_a_v likes this.