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Questions about Content Update workflow

Discussion in 'Addressables' started by Kichang-Kim, Sep 26, 2018.

  1. Kichang-Kim

    Kichang-Kim

    Joined:
    Oct 19, 2010
    Posts:
    1,008
    Hi, I have some questions about Content Update workflow which implemented in 0.3.5. I tested this on Windows Unity 2018.2.6f1.

    1. I found that when I build player from completey same source code and assets, it generates different cachedata.bin at every build. Is this intended behaviour?

    2. If 1 is intended behaviour, what properties are used to generate cachedata.bin? Can I fix it manually? (ex, for small bug-fix only build)

    3. If I released app v1, v2, v2.1, v2.2, v2.x..., (v1 and v2.x can't share assets, but same major version (v2 and v2.1 or v2.x) has assets compatibility), should I perform "Build for Content Update" to every cachedata.bin files of v2.x builds for updating v2 assets?

    With automated daily build system, it will generate massive catalog_xxxx with no difference.

    Thanks.