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[Potential Issue] Multiple initialization objects

Discussion in 'Addressables' started by TextusGames, Aug 16, 2019.

  1. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    If you load multiple Asset references in for each loop before you initialize system addressables will get multiple ref counts or even multiple initialisation operations( and thay do not go away if I call AssetReference.Release() on each reference)
    In this case, the profiler window may not start updating itself and you need close and open it.

    upload_2019-8-16_13-13-47.png

    upload_2019-8-16_13-15-1.png

    What does not happen if I call Addressables.InitializeAsync(); or just call SomeAssetReference.LoadAssetAsync() before calling for each initialization.

    Is this normal behavior?
    Why there is no boolean option to initialize addressables at the start of the play?
     
  2. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    I don't think it's necessarily an issue so much as it's us having a poor display in the profiler. Probably. Either way, we're working on some changes to the window, and will definitely look at this case as we clean up that UX.
     
    TextusGames likes this.