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Release Announcements and Notes

Discussion in 'Addressables' started by unity_bill, Aug 2, 2018.

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  1. unity_bill

    unity_bill

    Unity Technologies

    Joined:
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    Hello all, we will be using this thread to announce each version release, with notes. As you have issues/comments/concerns with the Addressables System, please create new threads as this one will be locked for just release announcements.

    With that I'll mention that 0.2.1-preview is out. This release is primarily a bug fix release. We have several larger changes coming very soon, but wanted to get some bug fixes out now. Notes:

    - Added checks for adding duplicate scenes into the EditorBuildSettings.scenes list
    - Fixed exception when deleting group via delete key, added confirmation to all deletions
    - Fixed bundles being built with default compression instead of compression from settings
    - Fixed bug in tracking loaded assets resulting in not being able to release them properly
    - Added Key property to IAsyncOperation to allow for retrieval of key that requested the operation
    - Added AssetLabelReference to provide inspector UI for selecting the string name of a label
    - Fixed dragging from Resources to a group.
    - Added ability to re-initialize Addressables with multiple runtime data paths. This is to support split projects.
    - Clean up StreamingAssets folder after build/play mode
    - Smoothed transition from 0.1.x data to 0.2.x data
     
  2. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
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    294
  3. unity_bill

    unity_bill

    Unity Technologies

    Joined:
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    Posts:
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    Now released: 0.3.5-preview

    Lots changed in this release!

    Highlights:
    • Moved asset group data into separate assets in order to better support version control
    • Redesigned the UI, moving most data settings onto actual assets. AddressableAssetSettings and (newly created) AddressableAssetGroup assets.
    • Implemented content update workflow within the Build dropdown. See https://docs.unity3d.com/Packages/c...DevelopmentCycle.html#content-update-workflow for details.
    • Added support for disabling the automatic initialization of the addressables system at runtime via a script define: ADDRESSABLES_DISABLE_AUTO_INITIALIZATION

    Full notes (https://docs.unity3d.com/Packages/com.unity.addressables@0.3/changelog/CHANGELOG.html)
    • implemented content update workflow. Added a dropdown to the "Build" button on main window's toolbar.
      • "Build/Prepare for Content Update" will detect assets in locked bundles (bundles flagged as static, by default all local bundles).
      • "Build/Build for Content Update" will build assets with a catalog that is compatible with a previously released player.
      • "Build/Build Packed Data" will build in the same way entering play mode in PackedMode would.
      • implemented Clean Build. "Build/Clean/*" will clear out build caches.
    • cleaned up streaming assets folder better after build
    • moved asset group data into separate assets in order to better support version control
    • fixed bug when canceling export of entries to an AssetEntryCollection
    • fixed several bugs related to caching packed bundles in play mode
    • added option to build settings to control whether streaming assets is cleared after each build
    • enabled CreateBuiltInShadersBundle task in build and preview
    • fixed bug in AA initialization that was cuasing tests to fail when AA is not being used.
    • fixed bug where toggling "send profiler events" would have no effect in some situations
    • default the first 2 converted groups to have StaticContent set to true
    • UI Redesign
      • Moved most data settings onto actual assets. AddressableAssetSettings and AddressableAssetGroup assets.
        • AddressableAssetSettings asset has "Send Profile Events", list of groups, labels, and profiles
        • AddressableAssetGroup assets have all data associated with that group (such as BuildPath)
      • Made "preview" be a sub-section within the Addressables window.
      • The "Default" group can now be set with a right-click in the Addressables window.
      • Set play mode from "Mode" dropdown on main window's toolbar.
      • Moved "Hierarchical Search" option onto magnifying glass of search bar. Removed now empty settings cog button.
    • fixed issue when packing groups into seperate bundles generated duplicate asset bundle names, leading to an error being thrown during build
    • added support for disabling the automatic initialization of the addressables system at runtime via a script define: ADDRESSABLES_DISABLE_AUTO_INITIALIZATION
    • added API to create AssetReference from AddressableAssetSettings object in order to create an entry if it does not exist.
    • moving resource profiler from the ResourceManager package to the Addressables package
    • fixed bug where UnloadScene operation never entered Done state or called callback.
    • fixed loading of additonal catalogs. The API has changed to Addressables.LoadCatalogsFromRuntimeData.
    • fixed bug in InitializationOperation where content catalogs were not found.
    • changed content update workflow to browse for cachedata.bin file instead of folder
    • fixed exception thrown when creating a group and using .NET 4.x
    • fixed bugs surrounding a project without addressables data.
      • AssetLabelReference inspector rendering
      • AssetReference drag and drop
    • fixed profiler details view not updating when a mouse drag is completed
    • fixes surrounding the stability of interacting with the "default" group.
    • Added docs for the Content Update flow.
    • Adjusted UI slightly so single-clicking groups shows their inspector.
    • removed not-helpful "Build/Build Packed Data" item from menu.
    • fixed bug where you could no longer create groups, and group assets were not named correctly



     
    Paul_Bronowski and MaskedMouse like this.
  4. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
    Posts:
    294
    Now released: 0.4.6-preview

    NOTE: on for iOS builds, turn off code stripping. There is a known bug that we are in-progress fixing.

    Highlights (see full list for details):
    - MINIMUM RECOMMENDED VERSION - 2018.2.11+ to avoid bugs in the Animation Import Settings Inspector
    - Added Hosting Services feature; NOTE: the profile will need to be exactly this "http://[PrivateIpAddress]:[HostingServicePort]" unless you are doing custom fancy things. Full docs: https://docs.unity3d.com/Packages/c.../manual/AddressableAssetsHostingServices.html
    - AssetReference now stores the loaded asset
    - many changes to the build script and group-data/processor setup.
    - Removed "Preview" and added "Analyze".

    See docs for more information on new features https://docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/index.html

    Full Notes (https://docs.unity3d.com/Packages/com.unity.addressables@0.4/changelog/CHANGELOG.html):
    - MINIMUM RECOMMENDED VERSION - 2018.2.11+
    - We have re-enabled the addressables checkbox. Versions of 2018.2 older than the .11 release will work unless you attempt to view the Animation Import Settings inspector. If you do have animations you need to inspect, use .11+. If you do not, use any official release version of 2018.2.
    - refactored the way IResourceProviders are initialized in the player - serialized data is constructed at runtime to control how the providers are configured
    - added readonly custom inspector for AddressableAssetEntryCollection
    - AssetReference now stores the loaded asset which can be accessed via the Asset property after LoadAsset completes. ReleaseAsset has been modified to not need the asset passed in (the old version is marked obsolete]
    - fixed profiler details view not updating when a mouse drag is completed
    - fixed null-ref when moving Resources to Addressables when there are no Resources
    - blocked moving EditorSceneList within GUI
    - fixed cap on address name length
    - fixed workflows of marking Resources as addressable and moving an addressable into Resources.
    - fixed issue where AssetReferenceDrawer did not mark scene as dirty when changed.
    - added Hosting Services feature; provides extensible framework and implementation for serving packed content to player builds from the Editor
    - replaced addressables buildscript with an interface based system. IDataBuilder class is now used to define builders of specific types of data. The Addressables settings object
    contains a collection of data builders and uses these to create player and play mode data. Users can implemented custom data builders to control the build process.
    - replaced AssetGroupProcessors with a collection of AssetGroupSchema objects. The difference is that the schema objects only contain data and groups can have multiple schemas. The
    logic for processing groups now resides in the build script and uses the schemas as data sources and filters for how to build.
    - Added Initialization objects that can be created during the build to run during addressables initialization
    - Implemented Caching API initialization with initialization objects
    - Changed some API and tests to work with 2019.x
    - fixed how AssetReference's draw when within lists, arrays, or contained classes
    - Fixed the workflow of scenes moving in and out of the Editor Build Settings Scene list.
    - Removed "Preview" and added "Analyze".
    - The new system runs any rules it knows about.
    - Currently this is one rule that is manually set up in code. Future work will have additional rules, and expose the ability to create/add user- or project-specific rules
    - This process can be slow, as it runs most of a build to get accurate data.
    - Within the Analyze window there is a "fix" button that allows each rule to fix any issues if the rule knows how.
    - The current rule is a "check duplicate asset" rule. This looks for assets that are pulled into multiple asset bundles due to dependency calculations. The way it fixes things is to move all of those into a newly created group.
    - Added option to toggle logging of all exceptions within the Resource Manager
    - Refactored initialization of the addressable asset settings to prevent it getting into a bad state.
     
    Last edited: Oct 19, 2018
  5. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
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    294
  6. unity_bill

    unity_bill

    Unity Technologies

    Joined:
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    Now released: 0.5.2-preview

    Edit - the Unite LA talk is up and covers a lot of concepts about the workflow


    As of this release, the Addressables package should start showing up in the Package Manager UI before it's been added to the manifest (no more editing that file manually). This should take place within a day or two of this post.

    The most important change from this release is that we have disabled automatic asset bundle building. The reasoning as copied from the changelog:

    That used to happen when you built the player, or entered play mode in "packed mode". This is no longer the case. You must now select "Build->Build Player Content" from the Addressables window, or call AddressableAssetSettings.BuildPlayerContent(). We did this because we determined that automatic building did not scale well at all for large projects.

    For those using the Scriptable Build Pipeline directly, it's worth noting that it had some API changes. See https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.2/changelog/CHANGELOG.html for details.


    Notes on future work
    - the next release will most likely be a 1.0.X-preview and include some API changes. We currently don't have any large functional changes coming with those. Primarily it will be some changes to naming and namespaces to make the new-user experience more intuitive. Details will be in the changelog, I just want to give the heads up now.
    - We are working towards getting out of preview in the first half of next year, but it is unclear if or how exactly that will be tied to versions of the editor.
    - The releases of the package so far are compatible with 2018.2 and 2018.3. Full 2019.* support is in-progress.
    - Support over the next month or so will be light as the team has holiday.


    full Addressables notes: https://docs.unity3d.com/Packages/com.unity.addressables@0.5/changelog/CHANGELOG.html

    - *IMPORTANT CHANGE TO BUILDING*
    - We have disabled automatic asset bundle building. That used to happen when you built the player, or entered play mode in "packed mode". This is no longer the case. You must now select "Build->Build Player Content" from the Addressables window, or call AddressableAssetSettings.BuildPlayerContent(). We did this because we determined that automatic building did not scale well at all for large projects.
    - fixed regression loading local bundles
    - Added Adddressables.DownloadDependencies() interface
    - fixes for Nintendo Switch support
    - Fixed issues around referencing Addressables during an Awake() call
    - Code refactor and naming convention fixes
    - Cleaned up missing docs
    - Content update now handles not having and groups marked as Static Content
    - Fixed errors when browing for the addressables_content_state.bin and cancelling
    - Moved addressables_content_state.bin to be generated into the addressables settings folder
    - Changed some exceptions when releasing null bundles to warnings to handle the case of releasing a failed download operation
    - Separated hash and crc options to allow them to be used independently in asset bundle loads.
    - Use CRC in AssetBundle.LoadFromFileAsync calls if specified
    - Always include AssetBundleRequestOptions for asset bundle locations
     
    Last edited: Dec 19, 2018
    ajon542, XRA, Lurking-Ninja and 2 others like this.
  7. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
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    Now released: 0.5.3-preview

    We've released a hot-fix to handle package upgrades. If someone was upgrading from 0.4.x to 0.5.2, the packed play mode asset would go away. This is now fixed.

    Note, that if you have already updated to 0.5.2, you may have extra "Packed Mode" assets in your AddressableAssetSettings object. This is harmless. If it bothers you, you can inspect the AddressableAssetSettings object (same place you'd set profile data), and look in the "Data Builders" section. If you see multiple "Packed Mode" entries, you can remove all but one using the "-" button.
     
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