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Official Release Announcements and Notes

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

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  1. unity_bill

    unity_bill

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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

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  3. unity_bill

    unity_bill

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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



     
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  4. unity_bill

    unity_bill

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    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

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  6. unity_bill

    unity_bill

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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

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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.
     
  8. unity_bill

    unity_bill

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    0.6.6-preview is here.
    I have two general notes, then I'll get to the specifics.

    First, an apology for the large delay between last release and this one. Between the holidays, some other priorities popping up, and some large refactoring, this release took far longer than expected. Moving forward, our goal is to release as close to monthly as possible.

    Second, you may have noticed that this is not "1.0". I had mentioned on a couple threads that 1.0 was coming. This release does change some APIs, so we had been planning to move to a 1.0 after that, but in our review, we realize we still have some APIs to change. We are now planning to hold off on 1.0 until we are rock-solid on our interfaces, so that we will not change things once that comes along. I expect this to mean two, or maybe three, more releases, followed by a 1.0 in the May/June time frame. As a bit of reassurance, the interface changes between now and then should not affect most users. For example, we made some changes to the IResourceProvider interface in this release, and will be making some more in the next one. These changes, while public, will only affect those creating custom providers.


    Changelog highlights:
    - Minimum Unity version is now 2018.3 due to a soon-to-be fixed bug in the engine. If you use the progressive light mapper, prefabs will not be lit correctly when built with Addressables, unless you are using 2019.2 alpha, or, very soon, 2019.1 or 2018.3. The fix is not yet in those versions of the engine.
    - BREAKING CODE CHANGES
    - to ease code navigation, we have added several layers of namespace to the code.
    - All Instantiate API calls (Adddressables and AssetReference) have been changed to only work with GameObjects.
    - any hardcoded profile path to com.unity.addressables (specifically LocalLoadPath, RemoteLoadPath, etc) should use UnityEngine.AddressableAssets.Addressables.RuntimePath instead.
    For build paths, replace Assets/StreamingAssets/com.unity.addressables/[BuildTarget] with [UnityEngine.AddressableAssets.Addressables.BuildPath]/[BuildTarget]
    For load paths, replace Assets/StreamingAssets/com.unity.addressables/[BuildTarget] with {UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget]
    - We have removed attribute AssetReferenceTypeRestriction as it is cleaner to enforce type via generics
    - Attribute AssetReferenceLabelRestriction is renamed to AssetReferenceUILabelRestriction and must be surrounded by #if UNITY_EDITOR in your game code, to enforce it's editor-only capability
    - Modifications to IResourceProvider API.
    - Removed PreloadDependencies API. Instead use DownloadDependencies
    - Remote content catalog now built based on locations specified in top level AddressableAssetSettings inspector (rather than building one remote catalog per group)

    and oh so many bug fixes. Full Notes: (https://docs.unity3d.com/Packages/com.unity.addressables@0.6/changelog/CHANGELOG.html)

    [0.6.6-preview] - 2019-03-05
    • BREAKING CODE CHANGES
      • to ease code navigation, we have added several layers of namespace to the code.
      • All Instantiate API calls (Adddressables and AssetReference) have been changed to only work with GameObjects.
      • any hardcoded profile path to com.unity.addressables (specifically LocalLoadPath, RemoteLoadPath, etc) should use UnityEngine.AddressableAssets.Addressables.RuntimePath instead.
        For build paths, replace Assets/StreamingAssets/com.unity.addressables/[BuildTarget] with [UnityEngine.AddressableAssets.Addressables.BuildPath]/[BuildTarget] For load paths, replace Assets/StreamingAssets/com.unity.addressables/[BuildTarget] with {UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget]
      • We have removed attribute AssetReferenceTypeRestriction as it is cleaner to enforce type via generics
      • Attribute AssetReferenceLabelRestriction is renamed to AssetReferenceUILabelRestriction and must be surrounded by #if UNITY_EDITOR in your game code, to enforce it's editor-only capability
      • Modifications to IResourceProvider API.
      • Removed PreloadDependencies API. Instead use DownloadDependencies
    • Content Update calculation has changed, this will invalide previously generated addressables_content_state.bin files.
      • Some types for content update were made private as a result of the above change.
    • Minimum Unity version is now 2018.3 to address a build-time bug with progressive lightmapper.
    • Moved all of the Resource Manager package to be contained within Addressables (no longer a stand alone package). No code change implications.
    • Change to content catalog building:
      • Previous model built one catalog per group, wherever that group built it's data.
      • New model builds one catalog locally, and optionally one "remote". Remote location is set on the top level AddressableAssetSettings object.
      • Loading will now always check if remote has changes (if remote exists), and use local otherwise (or cached version of remote).
    • LoadScene API now takes the LoadSceneParameters that were added to the engine in 2018.2
    • Exposed AddressablesBuildDataBuilderContext.BuildScriptContextConstants for use in build scripts.
    • Refactored AddressablesBuildDataBuilderContext.GetValue to take default parameter.
    • Fixed Scene asset path to be consistent between different play modes in the catalog data.
    • Exposed the various IDataBuilder implementations as public classes.
    • Exposed asset and bundle provider types for BundledAssetGroupSchema.
    • Fixed several bugs when loading catalogs from other projects.
    • Added provider suffix to Initialization operation and Adddressables.LoadCatalogsFromRuntimeData API to better support overriding providers.
    • Exposed CachedProvider options in BundledAssetGroupSchema. Each unique set of parameters will generate a separate provider. There is also an option to force a group to have its own providers.
    • Added IEnumerable Keys property to IResourceLocator interface.
    • Exposed InitializationOperation as public API.
    • Added BuildTarget to ResourceManagerRuntimeData. This is used to check if the generated player content was built with the same build target as the player or the editor when entering play mode.
    • Removed warnings generated from not finding the cached catalog hash files, which is not an error.
    • Fixed bug where scenes were not unloading.
    • Fixed GUI exception thrown in group inspector.
    • Fixed error case where an asset (usually a bundle) was loaded multiple times as different types (object and AssetBundle).
    • Fixed divide by zero bug when computing load percent of simulated asset bundles.
    • AddressableAssetBuildResult.CreateResult now takes the settingsPath as a parameter to pass this to the result.
    • Fix AssetReference GUI when the AssetReference is inside an array of classes, part of a SerializedObject, or private.
    • Fix AssetReferenceSprite to properly support sprites (as opposed to Texture2D's).
    • Fixed bug involving scenes being repeatedly added to the build scenes list.
    • Removed deprecated and obsolete code. If you are upgrading from a very old version of Addressables, please update to 0.5.3-preview first.
    • Removed the default MergeMode on LoadAssets calls to enforce explicit behavior.
    • Added IAsyncOperation GetDownloadSize(object key) API to compute remaining data needed to load an asset
    • Fixed assets being stuck in a read-only state in UI
    • Unified asset moving API to clean up public interface
    • Added PlayerVersion override to AddressableAssetSettings
    • Ensure UI cannot show invalide assets (such as .cs files)
    • Renamed Adddressables.LoadAddtionalCatalogs to Addressables.LoadContentCatalog and now it takes the path of the catalog instead of the settings file
    • Moved provider information from ResourceManagerRuntimeDate into ContentCatalogData
    • Updating ResourceManager to be a non-static class
    • Fixed bugs surrounding assets moving in or out of Resources (outside Addressables UI)
    • Fixed the AssetReference dropdown to properly filter valid assets (no Resources and honoring type or label limitations).
    • Fixed AssetReferences to handle assets inside folders marked as Addressable.
    • Added attribute AssetReferenceUIRestriction to support user-created AssetReference restrictions (they are only enforced in UI, for dropdown and drag&drop)
    • Changed addressables_content_state.bin to only build to the folder containing the AddressableAssetSettings object (Assets/AddressableAssetsData/ in most cases)
    • Fixed issue where the wrong scene would sometimes be open post-build.
     
  9. unity_bill

    unity_bill

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    0.6.7-preview is here.

    This patch just fixes an issue with iOS (and sometimes Android) builds. Occasionally a needed class was getting stripped. The missing class has now been added to our generated link.xml.
     
  10. unity_bill

    unity_bill

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    0.6.8-preview is here

    This is a hot fix patch to deal with the Build for Content Update. Apparently it had been doing a content update build, then deleting everything it built locally. Technically this was ok for the update part, as the deployed player can only update remote content. But this meant you couldn't go into play mode, or do useful things locally.
     
  11. unity_bill

    unity_bill

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    Now released: 0.7.4-preview

    Note that the docs for the new release are not up yet. Our package doesn't always play nicely with the doc tools, and the holiday weekend as slowed the manual effort needed to work around that. I expect the docs to be up later this week. In the mean time, the full changelog is below

    Highlights
    - We've changed where we build content, and recommend you delete the old files unless you need them.
    -- The content_state.bin is no longer in Assets/AddressableAssetsData, but in Assets/AddressableAssetsData/<platform>
    -- The content formerly built into Assets/StreamingAssets/aa will now be built into the Library, then copied into Assets/StreamingAssets/aa only during player builds. This copy occurs pre-build, then cleans itself up post-build. So your StreamingAssets folder will remain as-is.
    - We no longer support .NET 3.x. Please update to .NET 4.x
    - Known issue: there is still an occasional issue with code stripping on iOS. If you run into iOS issues, try turning stripping off for now.

    Full changelog (once it's live: https://docs.unity3d.com/Packages/com.unity.addressables@0.7/changelog/CHANGELOG.html)
    - Removed support for .NET 3.x as it is deprecated for Unity in general.
    - Replaced IAsyncOperation with AsyncOperationHandle.
    - Once the asset is no longer needed, the user can call Addressables.Release, passing in either the handle, or the result the handle provided.
    - Exposed AsyncOperationBase for creating custom operations
    - These operations must be started by ResourceManager.StartOperation
    - Replaced IDataBuilderContext and it's inherited classes with simpler AddressablesDataBuilderInput. This class is fed into all IDataBuilder.BuildData calls.
    - Fixed Nintendo Switch and PlayStation4 support.
    - Simplified the IResourceProvider interface.
    - Refactored build script interface. Made BuildScriptBase and the provided concrete versions easier to inherit from.
    - Removed DelayedActionManager.
    - Removed ISceneProvider. Users can implement custom scene loading using a custom AsyncOperationBase.
    - Removed optional LRU caching of Assets and Bundles.
    - Addressables Profiler now tracks all active async operations
    - AssetBundles targetting StreamingAssets (by using the profile variable [UnityEngine.AddressableAssets.Addressables.BuildPath] now build to the Library instead of StreamingAssets. During the player build, these files are copied into StreamingAssets, then after the build, the copies are deleted. They are also built into platform specific folders (so building for a second platform will not overwrite data from a first build). We recommend deleting anything in Assets/StreamingAssets/aa.
    - The addressables_content_state.bin is built into a platform specific folder within Assets/AddressableAssetsData/. We recommend deleting the addressables_content_state.bin in Assets/AddressableAssetsData to avoid future confusion.
    - ScriptableBuildPipeline now purges stale data from its cache in the background after each build.
    - Disabled Addressables automatic initialization. It will now initialize itself upon the first call into it (such as Load or Instantiate). To Initialize on startup instead of first use, call Addressables.Initialize().
    - Optimized performance around instantiation and general garbage generation.
    - Added per-group bundle compression settings.
    - Fixes to AssetReference drawers.
    - Improved the group template system for creating better defined asset groups.
    - Fixed bug in bundle caching that caused GetDownloadSize to report incorrectly
    - Cleaned up Load/Release calls to make sure all releases could take either the handle returned by Load, or the handle.Result.
    - Added editor-only analytics (nothing added in runtime). If you have Analytics disabled in your project nothing will be reported. Currently only run when you build addressables, it includes data such as Addressables version and Build Script name.
    - Fixed null ref issue when cleaning all the data builders
    - KNOWN ISSUE: there is still an occasional issue with code stripping on iOS. If you run into iOS issues, try turning stripping off for now.
     
  12. unity_bill

    unity_bill

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    Now released: 0.7.5-preview

    This is a small bug fix release, primarily to get scene loading in built players to work.

    The changelog online has not updated yet (https://docs.unity3d.com/Packages/com.unity.addressables@0.7/changelog/CHANGELOG.html) so here is the contents:

    - Fixed issue with scene loading in the player. If problems persist, please do Build->Clean->All from the Addressables Window.
    - Fixed the Addressables Profiler window. It was occasionally not drawing.
    - Fixed the return value of LoadAssets when the key is unknown.
    - Added logging to inform what's going on (copies of data) during a player build.
     
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  13. unity_bill

    unity_bill

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    Now available... a collection of sample projects.

    https://github.com/Unity-Technologies/Addressables-Sample


    This github repo has 3 sample projects as of now. Each intending to show a single usage of addressalbes in an isolated setup. These are intentionally as simplistic as possible to keep the focus on how to do whatever it is they are doing.

    Over time, we intend to add more projects. If you have ideas or feedback, please create another thread on this forum letting us know!
     
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  14. unity_bill

    unity_bill

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    Now Released 0.8.4-preview
    as is common, the docs are not up yet, but should be very soon.

    Highlights
    - We renamed almost everything! Well, just the methods that are asynchronous at runtime. We added the word Async to them. This was driven by internal API review, and the desire to align with all of the other async methods in Unity. This should auto-upgrade as long as you click the "i made a backup, go ahead" button when asked.
    - We began work revamping the Analyze functionality. It's been moved into it's own window, with a few usability tweaks. More is in the works here.
    - Note that AsyncOperationHandle has changed namespaces. This cannot be auto-upgraded, and will require manual fixing. (and the auto upgrade of the Async rename will probably not run until this is fixed manually)


    Full Changelog (once live) https://docs.unity3d.com/Packages/com.unity.addressables@0.8/changelog/CHANGELOG.html

    - *BREAKING CODE CHANGES*
    - Chagned all asynchronous methods to include the word Async in method name. This fits better with Unity's history and convention. They should auto upgrade without actually breaking your game.
    - Moved AsyncOperationHandle inside namespace UnityEngine.ResourceManagement (no auto-upgrade here).
    - Addressable Analyze changes:
    - Analyze has been moved into it's own window.
    - CheckSceneDupeDependencies Analyze rule has been added.
    - CheckDupeDependencies has been renamed into CheckBundleDupeDependencies.
    - Analyze Rule operations for individuals or specific sets of Analyze Rules has been added via AnalyzeRule selections.
     
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  15. unity_bill

    unity_bill

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    Now Released 0.8.6-preview

    This is a hot fix for scene unloading. Calling UnloadScene with a handle was fine, but passing in a SceneInstance was broken. Both versions now unload properly.
     
    MarsZhouCN, arielfel and karl_jones like this.
  16. unity_bill

    unity_bill

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    Now Released 1.1.3-preview
    as is common, the docs are not up yet, but should be very soon.

    Two road-map notes:
    1. We should be dropping the "-preview" tag in roughly two months. Between now and then, the plan is to just work on some bug fixes, with no API or large feature changes
    2. Much of the team has holiday as well as a team off-site in the coming month. So expect slow responses on the forums or with bug reports.

    Highlights
    • ReleaseInstance will not destroy objects it does not recognize. Returns bool if it destroyed (recognized) object or not
    • Added PrimaryKey to IResourceLocation. By default, this will be the address.
    • Exposed AnalyzeRule class to support creating custom rules for Addressables analysis

    Full Changelog (once live) https://docs.unity3d.com/Packages/com.unity.addressables@1.1/changelog/CHANGELOG.html

    - *BREAKING CODE CHANGES*
    - ReleaseInstance will now return a bool saying if it successfully destroyed the instance. If an instance is passed in that Addressables is unaware of, this will return false (as of 0.8 and earlier, it would print a log, and still destroy the instance). It will no longer destroy unknown instances.
    - Added PrimaryKey to the IResourceLocation. By default, the PrimaryKey will be the address. This allows you to use LoadResourceLocationsAsync and then map the results back to an address.
    - Added ResourceType to IResourceLocation.
    - This allows you to know the type of a location before loading it.
    - Fixes a problem where calling Load*<Type>(key) would load all items that matched the key, then filter based on type. Now it will do the filter before loading (after looking up location matches)
    - This also adds a Type input to LoadResourceLocationsAsync. null input will match all types.
    - Safety check AssetReference.Asset to return null if nothing loaded.
    - New rule added to Analyze window - CheckResourcesDupeDependencies - to check for dependencies between addressables and items in Resources
    - Added group rearranging support to the Addressables window.
    - Improved logging when doing a Prepare for Content Update.
    - Added versions of DownloadDependencies to take a list of IResourceLocations or a list of keys with a MergeMode.
    - Fixed scenario where Task completion wouldn't happen if operation was already in a certain state
    - Made LoadResourceLocations no longer throw an exception if given unknown keys. This method is the best way to check if an address exists.
    - Exposed AnalyzeRule class to support creating custom rules for Addressables analysis.
    - Fixed some issues surrounding loading scenes in build scenes list via Addressables
    - Removed using alias directives defined in global space.
    - Proper disposal of DiagnosticEventCollector and DelayedActionManager when application closes.
    - Added support for loading named sub-objects via an "address.name" pattern. So a sprite named "trees" with sub-sprites, could be loaded via LoadAssetAsync<Sprite>("trees.trees_0").
    - Known issue: loading IList<Sprite> from a Texture2D or IList<AnimationClip> from an fbx will crash the player. The workaround for now is to load items by name as mentioned just above. Engine fix for this is on its way in.
     
  17. unity_bill

    unity_bill

    Joined:
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    Now Released 1.1.4-preview

    This is a hot fix for ensuring no editor types are not included in location data. This covers several edge cases, but the primary scenario is for AnimatorControllers, which need to be re-targetted a RuntimeAnimatorController.
     
    arima_moto likes this.
  18. unity_bill

    unity_bill

    Joined:
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    Posts:
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    Now Released 1.1.5 (note the distinct lack of "-preview")

    This is basically 1.1.4 with two small bug fixes. We have been doing additional bug fixes in a separate branch which will role out in a future release, but we wanted the first non-preview to have little changed from the previous release.

    With this release out, we are planning to spend the next couple months focused heavily on continued bug fixing without adding features or modifying API. We may add some to the API, but do not intend to break code, and most importantly, not break your data. We want to thank all of you that have stuck with us and continued to give feedback on the package. Please keep the feedback coming on the forum and through Unity's bug reporting tool. We are growing the team working on addressables, and will continue to make supporting it and supporting you, our users, our priority.

    Changelog once it's up will be at: https://docs.unity3d.com/Packages/com.unity.addressables@1.1/changelog/CHANGELOG.html
     
  19. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
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    Now Released 1.1.7

    Now that we are out of preview, we are solidly staying within the rules of semver. So any 1.1.x will have untouched APIs. When we move to 1.2.x, we will add API, but not allow any code breakage.

    This is primarily a bug fix release, so there isn't really a "highlight". There's probably one at least worth noting above the others, but I'd recommend just giving the full list a read.

    the maybe more important one: This is related to https://forum.unity.com/threads/sta...catalog-when-build-for-content-update.703394/
    - Added options for bundle naming: AppendHash, NoHash, OnlyHash.
    - As a temporary workaround for updating issues, we recommend setting all groups with StaticContent=true to be NoHash. This will make sure the updated catalog still refers to the correct unchanged bundle. An actual fix will be out in a few releases.

    Full List
    ## [1.1.7] - 2019-07-30
    - Fixed chain operation percent complete calculation.
    - Fixed scenario where deleting assets would also delete groups that have similar names.
    - Fix in bundle caching bug surrounding bundles with '.' in their name
    - Significant improvements to the manual pages
    - Made the many init-logs not log unless ADDRESSABLES_LOG_ALL is defined in player settings (other logs always worked this way, init didn't).
    - Prevented NullReferenceException when attempting to delete entries in the Addressables window.
    - Fix for building by label (Bundle Mode = Pack Together By Label)
    - Removed ability to mark editor-only assets as addressable in GUI
    - Better fix to Editor types being added to the build
    - Made BuiltIn Data group read-only by default.
    - Fixed NullRef caused by an invalid (BuildIn Data) group being default during a build.
    - Fixed path where LoadResourceLocationsAsync could still throw an exception with unknown key. Now it should not, and is a safe way to check for valid keys.
    - If Key does not exist but nothing else goes wrong, it will return an empty list and Success state.
    - Fixed NullRef caused when there was a deleted scene in the scenes list.
    - BuildCompression for Addressables can now be driven from the default group. If necessary WebGL builds will fallback to LZ4Runtime and all other build targets will fallback to LZMA.
    - Added options for bundle naming: AppendHash, NoHash, OnlyHash.
    - As a temporary workaround for updating issues, we recommend setting all groups with StaticContent=true to be NoHash. This will make sure the updated catalog still refers to the correct unchanged bundle. An actual fix will be out in a few releases.
     
  20. unity_bill

    unity_bill

    Joined:
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    Now Released 1.1.9

    Another round of (mostly) bug fixes, here's the full changelog:
    • Fixed drag and drop NullRef in main addressables window.
    • Fixed AudioMixer type assets getting stripped from bundles.
    • Fixed issue where failed async operations weren't getting released from the async operation cache. This fixes the ability to retry a failed download.
    • Fix unloading of scenes so that the dependencies will wait for the unload operation to complete before unloading. This was causing an occasional 1-frame visual glitch during unload.
    • Fixed scenario where AsyncOperation Task fails to complete when AsyncOperation has already completed.
    • Fixed a missed init-log that was stuck always-logging.
    • Fixed issue around assets losing dependencies when unloaded then reloaded. This would manifest most often as sprites losing their texture or prefabs losing their shader/material/texture.
    • Changed checks for determining if a path is remote or not from looking for "://" to looking for starting with "http". "://" is still used to determine if the asset should be loaded via UnityWebRequest or not.
    • Added Analyze Rule to show entire Asset Bundle layout
    • Added progress bars and some optimizations for calculating analyze rules
     
  21. unity_bill

    unity_bill

    Joined:
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    Posts:
    1,053
    Now Released 1.1.10

    This is primarily a hotfix for a "Missing File" bug introduced in 1.1.9.

    Changelog:
    • Fix for all files showing "Missing File" in the addressables window.
    • Fix for waiting on a successfully done Task
     
    EirikWahl, CharBodman, amaike and 9 others like this.
  22. unity_bill

    unity_bill

    Joined:
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    Posts:
    1,053
    Now Released 1.2.2

    A note on versions. We bumped the minor version due to adding some public APIs. The impact of this is that if you are using 2019.3, 1.1.10 will show as "verified" and be the suggested version, even though 1.2.2 is newer. We suggest you use 1.2.2 on any version of the editor it supports.


    The most interesting changes this release relate to sub objects. The main use case would be accessing a sprite directly from an addressable SpriteAtlas or an addressable sprite sheet. The other change likely to be popular on the forums is the change to hash calculations to avoid collisions (there are a few threads about it here).

    Full Changelog
    (once live)
    https://docs.unity3d.com/Packages/com.unity.addressables@1.2/changelog/CHANGELOG.html

    • Made ContentUpdateScript.GatherModifiedEntries public.
    • Added sub-object support to AssetReference. For example, you can now have an AssetReference to a specific sprite within a sprite atlas.
    • Added sub-object support to addresses via [] notation. For example, sprite atlas "myAtlas", would support loading that atlas via that address, or a sprite via "myAtlas[mySprite]"
    • Fixed issue with Content Update workflow. Assets that don't change groups during Content Update now remain in the same bundle.
    • Added funtionality to allow multiple diagnostic callbacks to the ResourceManager.
      • Added error and IResourceLocation to the callback.
    • Added default parameter to DownloadDependenciesAsync to allow auto releasing of the the operation handle on completion.
    • Added memory management documentation.
    • Changed OnlyHash naming option to remove folder structure. This is a workaround to Windows long-file-path issues.
    • Made AssetReference interfaces virtual
    • Fixed hash calculations to avoid collisions
    • Fixed Addressables sprite tests
    • Added overload for GetDownloadSizeAsync. The overload accepts a list of keys and calculates their total download size.
     
  23. unity_bill

    unity_bill

    Joined:
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    Now Released 1.2.3

    This is just a hot-fix for the fact that we said we changed something in our last changelog, but it wasn't actually changed. This release actually "Made ContentUpdateScript.GatherModifiedEntries public".

    *note that there are some server replication issues at the moment, so some people may not be able to see this release immediately.
     
    Last edited: Sep 12, 2019
  24. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
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    Now Released 1.2.4

    A fix to some scenarios we missed on the download progress %. DownloadDependenciesAsync should actually report valid %'s now. see note in changelog for details

    Changelog:
    • Further improvement to the % complete calculations.
      • Note that this is an average of dependency operations. Meaning a LoadAssetsAsync call will average the download, and the loading progress. DownloadDependenciesAsync currently has one extra op, so the download will crawl to 50%, then jump to done (we will look into removing that). Similarly any op that is called before Addressables init's will jump to 50% once init is done.
     
  25. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
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    Now Released: 1.3.3

    This includes many changes including an updated UI. Some of the UI has been tweaked based on the feedback from https://forum.unity.com/threads/ui-preview-feedback-requested.743501/ but please keep that feedback coming as we intend to keep iterating on this.

    The recent Unite talk on Addressables utilizes this UI:
    Note that the changes to the github samples that were needed for the talk have not all been integrated into that repo. That will be coming soon.

    In general we prefer to get smaller updates out more often, but were unable to this go round. Through the rest of the year, we may still have these less frequent updates due to holiday schedules, but will be releasing as often as we can.

    Edit: one important change was forgotten on the changelog, will be added online soon, but noting it here: Added APIs to update content catalog at runtime: CheckForCatalogUpdates() and UpdateCatalogs().
    This gives you the ability to update the catalog after initialization.


    Full Changelog (once live)
    https://docs.unity3d.com/Packages/com.unity.addressables@1.3/changelog/CHANGELOG.html
    • UI and naming changes
      • "Static true or false" content is now content with an "Update Restriction" of "Cannot Change Post Release" or "Can Change Post Release"
      • "Fast Mode" (play mode) has been renamed "Use Asset Database (faster)"
      • "Virtual Mode" (play mode) has been renamed "Simulate Groups (advanced)"
      • "Packed Mode" (play mode) has been renamed "Use Existing Build (requires built groups)"
      • There is no longer a current "Build Script" (Build Script menu in Addressables window). Instead the script is selected when triggering the build.
      • Schemas have been given display names to be more clear of their intent BundledAssetGroupSchema.
        • BundledAssetGroupSchema displays as "Content Packing & Loading"
        • ContentUpdateGroupSchema displays as "Content Update Restriction"
        • Bundle and Asset providers within schema settings are named more descriptively
      • Profile management is in its own window ("Profiles")
      • Label management is in its own window
      • "Prepare for Content Update" is now under the "Tools" menu (in Addressables window), and is called "Check for Content Update Restriction"
      • "Build for Content Update" is "Update a Previous Build" (still in "Build" menu of Addressables window).
      • "Profiler" window has been renamed "Event Viewer". It's more accurate, and avoids confusion with "Profilers" window.
    • Added additional parameter to AssetReference.LoadSceneAsync method to match Addressables.LoadSceneAsync API
    • Added AssetReference.UnloadScene API
    • Fixed issue with WebGL builds where re-loading the page was causing an exception to get thrown.
    • Fixed Analyze bug where bundle referenced multiple times was flagged as duplicate.
    • Fixed issue with hashing dependencies that led to frequent "INCORRECT HASH: the same hash (hashCode) for different dependency lists:" errors.
    • Update AddressableAssetEntry cached path to new modified asset entry paths.
    • Storing the KeyData string from ContentCatalogData on disk instead of keeping it in memory as it can get quite large.
    • Fixed Custom Hosting Service window so it won't close when focus is lost.
    • Fixed issue with AudioMixerGroups not getting the proper runtime type conversion for the build.
    • Fixed invalid location load path when using "only hash" bundle naming option in 'content packing and loading' schema.
    • Removed content update hash from final AssetBundle filename.
    • Removed exception in Analyze that was triggering when "Fix Selected Rules" was bundling in Un-fixable rules.
    • (SBP) Fixed an edge case where Optimize Mesh would not apply to all meshes in the build.
    • (SBP) Fixed an edge case where Global Usage was not being updated with latest values from Graphics Settings.
    • (SBP) Fixed Scene Bundles not rebuilding when included prefab changes.
    • (edit, not online yet) Added APIs to update content catalog at runtime: CheckForCatalogUpdates() and UpdateCatalogs().
     
    Last edited: Nov 1, 2019
    nik_d, CristianGarciaJ, CDF and 5 others like this.
  26. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
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    Now Released: 1.3.8

    This is mostly a hot fix to repair some slip-ups in 1.3.3. The biggest one was that we turned on a "feature" and have since made it optional. So the new feature is still there, but now off by default. The new toggle is "Unique Bundle IDs". See https://docs.unity3d.com/Packages/c...AssetsDevelopmentCycle.html#unique-bundle-ids for more info on that.


    full changelog:
    • Properly suppressing a harmless "Unknown error in AsyncOperation" that has been popping up during init. It had to do with not finding a cached catalog before a catalog had been cached (so error shouldn't happen).
    • Fixed issue with asset hash calcluation for internal asset bundle name when building bundles.
    • Adding option "Unique Bundle IDs" to the General section of the AddressableAssetSettings Inspector.
      • If set, every content build (original or update) will result in asset bundles with more complex internal names. This may result in more bundles being rebuilt, but safer mid-run updates. See docs for more info.
      • This complex internal naming was added to 1.3.3 to support safter Content Catalog updating, but was forced on. It is now optional as there are some drawbacks.
     
    EirikWahl likes this.
  27. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Now Released: 1.4.0

    1.4.x will be our "verified with 2020.1 release", though we still recommend using it regardless of your Unity version (back to 2018.4).

    The two most interesting changes are:
    • Added the ability to disable checking for content catalog updates during initialization.
    • Fixed issue with filenames being too long to write to our Temp cache of AssetBundles.

    full changelog:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.4/changelog/CHANGELOG.html

    • Added the ability to disable checking for content catalog updates during initialization.
    • Fixed issue where turning off Include in Build in the right circumstances would throw an exception.
    • Made internal classes and members public to support custom build scripts.
    • Exposed Addressables.InstanceProvider to allow for setting up runtime specific data on custom instance providers.
    • Fixed issue with filenames being too long to write to our Temp cache of AssetBundles.
    • Changed ProcessGroup in BuildScriptFastMode to directly create catalog entries from Addressable entries.
    • Added progress bar to Fast Mode when creating content catalog.
     
  28. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Now Released: 1.5.0

    I had said before that 1.4.x would be our 2020.1 verified release, but some changes in the process have opened the door for us to continue updating the package (for now). So we aren't sure what the final "verified" version will be with 2020.1 Regardless, here we have 1.5.0 out the door.


    full changelog
    https://docs.unity3d.com/Packages/com.unity.addressables@1.5/changelog/CHANGELOG.html
    • Fixed temporary StreamingAssets files not being removed on a failed player build.
    • Added Bundle Naming option for naming as a hash of the full filename string.
    • Added a delay before unloaded things are removed from event viewer graph. Ideally this would track with dependencies, but for now it's simply time based.
    • Fixed ProfileValueReferences not getting set dirty when changed.
    • Added ability for Addressables to handle null references in the Addressables groups list.
      • Null groups should not affect or influence content builds, updates, or Analyze rules.
      • Right clicking on a [Missing Reference] will give you the option to remove all missing references.
    • Fixed issue with Analyze reporting multiple duplicate data for one group.
    • Fixed issue where unloading a scene was throwing an invalid handle error.
    • Added Addressables.ClearDependencyCacheAsync API to clear cached dependent AssetBundles for a given key or list of keys.
    • Added type conversion from AnimatorController to RuntimeAnimatorController.
     
    EirikWahl, Colin_MacLeod and nik_d like this.
  29. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
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    Now Released: 1.5.1

    This is a hotfix for two issues:
    - fixing compatibility with platforms that don't support caching (Switch, PS4, etc.)
    - another fix for a scenario where groups were being deleted or null'd out
     
  30. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Now Released: 1.6.0

    Highlights

    • Group Multi-Edit!
    • Fixed issue where groups and schemas were getting deleted on import

    full changelog

    (not online yet)https://docs.unity3d.com/Packages/com.unity.addressables@1.6/changelog/CHANGELOG.html
    • Fixed bug where unsubscribing to AsyncOperations events could throw if no subscription happened beforehand.
    • Fixed NullReferenceException when displaying Groups window displaying entries with Missing Script References on SubAssets.
    • Moved AnalyzeWindow.RegisterNewRule to AnalyzeSystem.RegisterNewRule so that the API/logic wouldn't live in GUI code.
    • Fixed bug where scenes in a folder containing "Assets" in the folder name not loadable in "Use Asset Database" mode.
    • InvalidKeyException's message now include the type of the key that caused it, if applicable.
    • Added the ability to select and edit multiple Addressable Groups at the same time.
    • Assigning LocationCount during AddressableAssetBuildResult.CreateResult
    • Fixed issue where groups and schemas were getting deleted on import.
    • Adding dependencies to built in modules to prevent them from being disabled if Addressables is active.
    • Adding scripting define to remove Caching API calls when ENABLE_CACHING is false
    • Added API to get the scene AsyncOperation from ActivateAsync(). Made the previous API, Activate(), obsolete.
    • Fixed bug where the group window wasn't properly refreshed on Analyse fix
     
    Mazak, EirikWahl, BTStone and 5 others like this.
  31. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
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    Now Released: Addressables 1.6.2 & Scriptable Build Pipeline 1.5.6

    Highlighted fix: content update flow had some broken paths that are fixed.
    Known issue: in 1.6.x we introduced a significant UI slowdown in the groups menu. That is not fixed in this release, but should be fixed in the next one.

    full changelog

    https://docs.unity3d.com/Packages/com.unity.addressables@1.6/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.5/changelog/CHANGELOG.html
    • Checking if Profile Events is enabled on the engine side before running the DiagnosticEventCollector Update.
    • Fixed issue where RuntimeKeyIsValid was give a false negative when checking sub-objects.
    • Fixed Update Previous Build workflow that wasn't re-using previously built Asset Bundle paths when necessary.
    • Updated Scriptable Build Pipeline dependency to bring in these changes:
      • Fixed an issue where texture sources for sprites were not being stripped from the build.
      • Fixed an issue where scene changes weren't getting picked up in a content re-build.
      • Fixed an issue where texture sources for non-packed sprites were being stripped incorrectly.
    • Fixed issue where hosting service ports were changing on assets re-import.
    • Fixed issues with Content Update, including groups that are Packed Separately not updating properly.
     
  32. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Hot Off the Presses: Addressables 1.7.4 and ScriptableBuildPipeline 1.5.10
    The docs have yet to be published but I'll post the release notes here at least.
    Once the docs are live you should be able to see them here https://docs.unity3d.com/Packages/com.unity.addressables@1.7/changelog/CHANGELOG.html and
    here https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.5/changelog/CHANGELOG.html

    Addressables
    [1.7.4] - 2020-03-13
    - Improved building catalog data speed.
    - Various minor optimizations related to handling sub objects.
    - Added progress bar to the catalog generation part of the build process.
    - Gave initialization objects an asynchronous initialization API.
    - Made it so a CacheInitializationObject waits for engine side Caching.ready to be true before completing.
    - Fixed a bug when accessing AssetReferenceT.editorAsset where the Type does not match the Editor Asset type, Such as a subAsset type.
    - Fixed bug where Use Asset Database and Use Existing Build could return a different number of results in LoadAssetAsync<IList<>>
    - Fixed bug where SceneUnload Operations weren't getting properly released in certain circumstances.
    - Fixed UI performance regression when opening the Addressables Group Editor window.
    - Updating scripting defines to check if caching is enabled.
    - Prevent assets from being added to read only Addressable groups through the group editor window.
    - Group names can now be searched through the group editor window.
    - Added ability to set variables in AddressablesRuntimeProperties more than once.
    - Fixed missed null check on drag and drop in Group Editor window.
    - Updated Scriptable Build Pipeline dependency to bring in these changes:
    - Updated CompatibilityAssetBundleManifest so hash version is properly serializable.
    - Renamed "Build Cache" options in the Preferences menu to "Scriptable Build Pipeline"
    - Improved performance of the Scriptable Build Pipeline's archiving task.​
    SBP
    [1.5.10] - 2020-03-13
    - Fixed issue where asset bundles in the build cache weren't having the correct bundle hash assigned to it.​
    [1.5.9] - 2020-02-28
    - Updated CompatibilityAssetBundleManifest so hash version is properly serializable.
    - Renamed "Build Cache" options in the Preferences menu to "Scriptable Build Pipeline"
    - Improved performance of the Scriptable Build Pipeline's archiving task.​
    [1.5.7] - 2020-02-07
    - Updated code to remove obsolete code when used with Unity 2020.1 and newer.​
     
    Last edited: Mar 19, 2020
  33. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
  34. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Out Now: Addressables 1.8.3 & SBP 1.7.2
    Quite a lot of changes. We don't generally like putting this much in one release, but sometimes schedules just get away from us.

    The main highlight would be a focus on build performance. This includes SBP's bundle build, as well as the addressables catalog being smaller and quicker to build.

    Changelogs are up, and copied here with some bold added for emphasis

    https://docs.unity3d.com/Packages/com.unity.addressables@1.8/changelog/CHANGELOG.html
    [1.8.3] - 2020-04-07
    • Option to disable sprites and subobjects has been added to the Groups window Tools menu. This option is persisted per user, not with the project.
    • Catalog entries for subobjects and sprites are no longer serialized into the catalog. These are generated at runtime with a custom resource locator.
    • Added missing error logs to various failure cases.
    • Fixed subobject parsing to treat anything between the first '[' character and the last ']' as the subobject name instead of the last '[' and the last ']'.
    • Changed the display of AssetReference types in the inspector from a dropdown to look like an object reference.
    • Added the option to compress the local content catalog by packing it in an asset bundle.
    • Added method in settings to retrieve all defined labels.
    • Fixed PercentComplete in ChainOperation
    • Fixed main settings asset getting marked dirty when making builds.
    • Fixed issues with Content Update when entry with dependant entries was modified.
    • Fixed "Unknown Exception" issue caused by releasing certain operation handles too many times.
    • Added link to online documentation in the addressable windows menu.
    • Fixed bug where two assets with the same address packed separately was causing an error.
    • Fixed issue where loading a content catalog multiple times was throwing exceptions.
    • Made it so using the LoadContentCatalogAsync API creates a ResourceLocation that allows those catalogs to be updated properly.
    • Fixed bug where the scene in a recycled InstanceOperation wasn't being cleaned.
    • Fixed bug where an invalid location would be created for assets that weren't in a Resources folder, but were part of a group with the PlayerDataGroupShema.
    • Schema asset file name uses group name instead of GUID. For example: GroupName_SchemaName.asset
    • Fixed text that was being cutoff in the CacheIntializationSettings inspector view.
    • During init, if a remote catalog is expected but not present, this will fail silently. Fixed a bug where that silent failure showed up later as an "unknown error in async operation".
      • if you wish to see a log for the failed catalog retrieval, enable ADDRESSABLES_LOG_ALL as a scripting define symbol.
    • Fixed bug where renaming a class referenced by an AddressableAssetEntry causes an InvalidKeyException.
    • Fixed performance regression in ContentUpdateScript.SaveContentState
    • Fixed performance regression in BuildScriptPackedMode.PostProcessCatalogEntries
    • Updated to scriptable build pipeline 1.7.2 which includes many build optimizations - see SBP changelog for details

    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.7/changelog/CHANGELOG.html
    [1.7.2] - 2020-04-07
    • Merged in DOTS specific functionality into SBP core.
    • Scriptable Build Pipeline settings now stored in ProjectSettings/ScriptableBuildPipeline.json
    • Added option to remove extended debugging information from WriteResults before caching for better cache performance
    • Added option to log Cache Misses to the console
    • Switched to SpookyHash for Unity 2019.3 and higher for most hashing methods to edge out just a bit more performance
    • Added multi-threading support to the archive and compress task
    [1.6.x-preview]
    • Updated SBP DOTs preview version with latest SBP Release changes.
    • Updated SBP DOTs preview version with latest SBP Release changes.
    • Fixed an issue where switching platforms caused Scene & Shader callbacks to no longer be called
    • Improved error messaging when a task fails with an exception
    • Removed ENABLE_SUBSCENE_IMPORTER define as everything has landed as of 2019.3.0b5
    • Refactor of ImportedContent to be more flexible for adding custom content
    • Added check for define ENABLE_SUBSCENE_IMPORTER
    • Added support for DOTS SubScene Importer based asset bundles via ImportedContent property
    • Added support for adding custom raw files to asset bundles via AddionalFiles property
    [1.5.11] - 2020-03-05
    • Fixed poor performance of GenerateBundleCommands with large data sets.
     
  35. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Out Now: Addressables 1.9.2 & SBP 1.8.2

    Highlights:
    We now support the "no-domain reload" feature available in the "Enable Play Mode Options" in 2019.3+
    Beyond that, this release was primarily focused on optimization. Specifically in incremental builds and some UI functionality.

    full changelogs:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.9/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.8/changelog/CHANGELOG.html

    [1.9.2] - 2020-05-21
    • Improved the performance of GenerateLocationLists.
    • Fixed AssetReferenceLabelUIRestriction not working for private fields
    • Fixed AssetReferenceDrawer OnGui changing text of static variable GUIContent.none
    • Updated documentation to explain what's happening when DontDestroyOnLoad GameObjects are having their dependencies removed when the scene they originate in is unloaded.
    • Using a more efficient method of gathering the Addressable entries for the AssetReferenceDropdown UI.
    • Fixed bug surrounding how "Use AssetDatabase" build script handles deleted assets.
    • Fixed issue where ContentUpdate was throwing an exception if a dependency wasn't in the previous build.
    • PercentComplete calcluation updates to correctly take progress callbacks on ProviderOperations into account.
    • Added support for Enable Play Mode Options in 2019.3+
    • Fixed issue where diagnostic events are still being sent to the player regardless of the value of "Send Profiler Events".
    • Added error checking to make sure that a group doesn't have both a PlayerDataGroupSchema and a BundledAssetGroupSchema.
    • Fixed issue where InitializationObjects were causing the InitializationOperation to hang.
    [1.8.2] - 2020-05-21
    • Improve incremental build performance. Avoid copying archives from the build cache when source and destination creation timestamps are identical.
    • Fix caching bug caused by an engine SpookyHash bug. MD5 hashing will be used until this issue is resolved.
    • Improve caching performance of the ArchiveAndCompressBundles task
     
  36. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Out Now: Addressables 1.10.0 and SBP 1.8.4

    Full Changelog:

    https://docs.unity3d.com/Packages/com.unity.addressables@1.10/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.8/changelog/CHANGELOG.html

    Addressables: ## [1.10.0] - 2020-05-28

    • Fixed hosting service not working for special characters in addressable asset address
    • Fixed bug where tracked scene instance operation handles weren't matching the handles returned to the user.
    • Fixed bug where Sprite Atlas ResourceProvider wasn't getting added to list of ResourceProviders.
    • Fixed bug where pack separately groups were rebuilding all bundles when an asset was added or removed from the group.
    SBP: ## [1.8.4] - 2020-05-28
    • Updated CalculateAssetDependencyData to use a new fast path API for working with Asset Representations in 2020.2 and onward.
    • Fix issue with backslashes in trace event profiler build log report
     
    Ferazel likes this.
  37. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Out Now: Addressables 1.11.2 and SBP 1.8.6

    Full Changelog:

    https://docs.unity3d.com/Packages/com.unity.addressables@1.11/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.8/changelog/CHANGELOG.html

    A couple of things to highlight from this release:
    Entering Play Mode while using the "Use Asset Database" play mode script is considerably faster.

    Also, there's now an optional parameter on LoadAssetsAsync that will enable users to retain the result of partial successes in the event of loading multiple assets at once. This means if an asset or assets fail to load, you will still be able to access and use the ones that were successful.

    Addressables ## [1.11.2] - 2020-06-15
    - Refactored Play Mode Script for "Use Asset Database" to pull data directly from the settings. This reduces the time needed to enter play mode.
    - Added scrollbar to the Label dropdown
    - Fixed misleading dialog box shown to the user when there are unsaved scenes.
    - Fixed bug where DownloadDependenciesAsync always returns an AsyncOperationHandle with a null task.
    - Revamped Profiles window to a two panel layout.
    - Fixed issue with Profiles window where changes would occasionally not be serialized to the settings asset.
    - Fixed bug where an op with some failed dependencies would never release the ones that had succeeded.
    - Added optional parameter "releaseDependenciesOnFailure" to LoadAssetsAsync to handle the scenario of partial success. This is when there are multiple locations being loaded, and not all succeed. In the partial success scenario:
    - By default, the new parameter is true, and all successful parts will be released. The .Result on the returned handle will be null and Status will be Failed
    - When false, the returned .Result will be a List of size matching the number of matching locations. Any failed location will correlate to null in the List, while successful locations will correlate to valid objects in the List. Status will still be Failed in this scenario.
    - Bundles that fail to load from the cache are now removed from the Cache and will be redownloaded.
    - Added option to disable CRC checks for cached AssetBundles on BundledAssetGroupSchema under Advanced Options.
    - If null is passed into Addressables.UpdateCatalogs(...) for the list of catalogIds, CheckForCatalogUpdates will be called automatically.
    - Added null reference check when running InitializationObjectsOperation to take failed RuntimeData operations into account.
    - Disabled hitting ENTER on an AssetReference inspector to open popup. The drawer does not know which AssetReference to associate the popup should that MonoBehaviour have more than one. So disabling is unfortunately the only safe option.
    - Fixed issue where assets located in subfolders marked as addressable would be added to build content multiple times.
    - Fixed bug where Groups window hierarchical search was not filtering the group contents.
    - Fixed bug with Groups window flat search not sorting.

    Scriptable Build Pipeline ## [1.8.6] - 2020-06-11
    - Improve caching performance of the WriteSerializedFiles task
    - Fixed bug where asset bundles fail to build when not using build cache.
    - Fixed an issue where providing additional files for asset bundles required the internal name instead of the bundle name
     
  38. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Just released: Addressables 1.12.0 and Scriptable Build Pipeline 1.9.0

    Full Changelogs:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.12/manual/index.htm
    l
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.9/manual/index.html

    Highlight: The Event Viewer no longer gets stuck in a state where the window is constantly blank.

    Addressables:
    ## [1.12.0] - 2020-06-15
    - Implemented Undo/Redo capability for the Profiles Window.
    - Fixed bug where the Profiles Window would occasionally throw a NullReferenceException when making a new profile.
    - Added RenameProfile to the AddressableAssetsProfileSettings API
    - Added error messages for failed attempts at renaming a Profile
    - Fixed bug where when there are AssetReferences with the same name but in different Addressable groups only one could be selected in field dropdown
    - Fixed bug surrounding addressable sprites that were also in a SpriteAtlas
    - Fixed bug where loading a scene in a package would only load an empty scene with no contents.
    - Fixed bug where Event Viewer window would always be empty.
    - LinkXmlGenerator moved to the Scriptable Build Pipeline package in the UnityEditor.Build.Pipeline.Utilities namespace.
    - Added documentation to explain how to make packages addressable.
    - Fixed bug where ArgumentException errors are thrown when selecting a prefab from a read-only package.
    - Fixed bug where setting AssetReference property to null wasn't dirtying the asset
    - Fixed a bug where IResourceLocations were returning a false positive on comparison.
    - Added error checking to make sure that an address doesn't have '[]'.

    SBP:
    ## [1.9.0] - 2020-06-17
    - Fixed a null reference exception in GenerateBundleCommands.cs when attempting to sort an empty list
    - LinkXmlGenerator moved to the Scriptable Build Pipeline package in the UnityEditor.Build.Pipeline.Utilities namespace.
    - Added new option WriteLinkXML to BuildParameters to write out a link.xml file containing the type information used in the asset bundles for use in the Unity manage code stripping system.
    - Improved performance of the GenerateBundlePacking task.
    - Adding the IBuildLogger interface and BuildLog class to capture high-level build performance data, and output it to the Trace Event Format.
     
  39. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Hey all, we accidentally pulled a sneaky on ya. We released 1.14.2 almost 2 weeks ago and I forgot to post an announcement here on the forums. I apologize for that.

    We have also just released Addressables 1.15.1 and SBP 1.11.2.
    Full release notes can be found here:
    Addressables: https://docs.unity3d.com/Packages/c...88.621928861.1598883557-1166430020.1525185463
    SBP: https://docs.unity3d.com/Packages/c...77.621928861.1598883557-1166430020.1525185463

    Addressables:
    ## [1.15.1] - 2020-08-25

    - Change to not allow the same AssetReference to LoadAssetAsync or LoadSceneAsync twice if current handle is valid, instead log an error with note about how to get the valid handle
    - Fixed issue where disabled asset groups data would be included in the addressables_content_state.bin file for the build.
    - Add ability to use custom ResourceManager exception handlers by not overwriting it in InitializeAsync if it is not null
    - Fixed bug where Content Update would not use asset bundle load options for unchanged static remote bundles.
    - Fixed LoadAssetAsync<IList<T>> to return the same set of objects in all play modes. The main asset is always first and hidden objects are ignored.
    - Changed keys parameter for many Addressables APIs to be IEnumerable instead of IList<object>. This allows for passing collections of AssetReferences or AssetLabelReferences directly instead of requiring them to be copied into a new List<object>.
    - Fix bug where lists of AssetReferenceSprites were not displayed or set right by AssetReferenceDrawer. Also fixed where multiple selected objects in project hierarchy couldn't set all lists of AssetReferences elements.
    - Added better error logging when unrecognized file in build.
    - Added error log when building asset bundles during player build.
    - Added "Hide Events" context menu option in Event Viewer
    - Fixed a bug where running the "Check Scene to Addressable Duplicate Dependencies" analyze rule multiple times would cause a duplicate key exception
    - The "Check Scene to Addressable Duplicate Dependencies" analyze rule now only considers scenes that are enabled in the build settings.
    - Fixed a bug where an error would be thrown when Unity 2019 opens and if the hosting window was previously left open
    - Fixed a bug where changes to a service where not applied in the hosting window
    - Fixed a bug where profile selection in the inspector was incorrectly reverted to the default one on domain reload
    - Added documentation for LoadResourceLocationsAsync
    - Added documentation for ResourceManager.ExceptionHandler
    - Added documentation for AddressableAssetSettings.BuildPlayerContent
    - Added documentation for LoadSceneAsync
    - Added ScriptableBuildPipeline Build Callbacks to Addressables Build Scripts
    - Temporary files made during bundled catalog creation are now properly cleaned up
    - Inspector window now opens if it was closed when inspecting addressable settings
    - Fixed bug where AsyncOperation.PercentComplete was returning 100% when IsDone was false before the operation had started.
    - Progress bar is no longer updated for every entry while running Analyze rules for performance purposes.
    - Fixed loading of scenes from scenes list through Addressables. Clears out an InvalidCastException that occured on init.
    - Fixed issue where AssetReference wasn't able to load Addressable assets in folders during AssetDatabase Mode.

    ## [1.14.2] - 2020-08-11
    - Addressables now logs the package version on initialization.
    - Renamed Build Bundle Layout analyze rule to Bundle Layout Preview
    - Marked RawWriteOperation obsolete.
    - Marked SceneRawWriteOperation obsolete.
    - AsyncOperationHandle<bool> ClearDependencyCacheAsync has been added. The new API takes an autoReleaseHandle parameter and returns the AsyncOperationHandle.
    - Made the AsyncOperationHandle in AssetReference public.
    - Fixed loading of items from Resources and the built in ScenesList.
    - Improved the performance of loading local content on Android by using LoadFromFileAsync instead of UnityWebRequest. Please note that the bundle compression mode for all local content (on any platform) should be LZ4 or uncompressed to have optimal load performance.
    - Fixed issue where some Addressables settings were not being saved if they were only serialized properties or textfields like 'Build Remote Catalog'
    - Fixed a bug where DiagnosticEvents would be created even if 'Send Profiler Events' was set to false.
    - Refactored the DebugNames of many of the most common implementations of AsyncOperationHandle to improve readability in the event viewer.
    - Events in the Event viewer should now display more accurately in the case of Repeated loads and unloads of the same object.
    - AddressableAssetEntry now overrides ToString() to return the address of the entry
    - Added support for setting multiple assets and subasset references at a time for field in GameObject script in the AssetReference Inspector
    - Improved performance of the GenerateLocationLists task
    - Refactored DiagnosticEventCollector.RegisterEventHandler so that events are always handled in frame order.
    - Fixed bug where the Event Viewer would not work when connected to a standalone player.
    - Added docs describing the process of connecting the Event Viewer to a standalone player.
    - Fixed exception that was getting thrown on Editor restart regarding accessing EditorSettings.enterPlayModeOptionsEnabled during serialization.
    - Added MaxConcurrentWebRequests option to the AddressableAssetSettings.
    - Added GetDownloadStatus method to AsyncOperationHandle. The DownloadStatus struct returned will contain the total number of bytes needed to be downloaded and the current number of bytes already downloaded. Cached AssetBundles will not be included in the count and if everything is cached, the values in the struct will be zero.
    - Added Documentation for the following:
    - InstantiateAsync
    - DownloadDependenciesAsync
    - LoadContentCatalogAsync
    - UpdateCatalogs

    Scriptable Build Pipeline
    ## [1.11.2] - 2020-08-24

    - Improved thread handling of the Cache Save, Upload, and Prune operations.

    ## [1.11.1] - 2020-08-11
    - Exposed the ScriptableBuildPipeline static class to allow setting per project properties from script.
    - Fixed an edge case where pruning the build cache would not run in Unity's batchmode.
    - Added Cache Server Config options to the Scriptable Build Pipeline UI.

    ## [1.10.0] - 2020-07-28
    - Added IBundleBuildParameters.ContiguousBundles option, which when enabled will improve asset loading times.
    - In testing, performance improvements varied from 10% improvement over all, with improvements up to 50% for large complex assets such as extensive UI prefabs.
    - Updated HashingMethods to support Unicode string hashing.
     
  40. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Just Released: Addressables 1.16.1 and Scriptable Build Pipeline 1.12.0

    Full Changelog:

    https://docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.12/changelog/CHANGELOG.html

    Addressables:

    ## [1.16.1] - 2020-09-15
    - Fixed bug where some files would not be created in the right folder if the user moved its addressables config folder elsewhere
    - Fixed determanism issue where bundles could have different names after Editor restart
    - Added a blurb to the documentation explaining you have to pack an atlas before the sub objects will show up in the groups window
    - Added "addressable" checkbox when viewing package assets in the Inspector.
    - Fixed issue where GatherAllAssets would not retrieve assets located in package resources folders.
    - Fixed issue where temporary StreamingAssets folder are recreated due to un-deleted meta files during a player build
    - added Equals implementation for typeless AsyncOperationHandle
    - When AssetReference MainAsset changed, reset SubObject
    - resource manager callback leak fixes
    - Packed Playmode build logs regarding BuildTargets now show up in PlayMode
    - Additional Fast Mode optimizations
    - Fixed issue where a released operation was not properly cleaned-up
    - Fixed issue where renaming an AssetGroup with a name that contained a period led to unusual renaming behavior.
    - Removed Analyze Rule "Check Sprite Atlas To...". This check was not actually valid. See "SpriteAtlas dependencies" section of "Memory Management" page in Addressables documentation for more information.
    - UnloadSceneAsync calls that attempt to unload a scene that is still currently loading are now chained with the load operation and will complete after the load is finished.
    - The MaxConcurrentWebRequests exposed on the AddressableAssetSettings object now gets set during runtime initialization
    - Fix performance issues drawing AssetReferences with subassets caused by earlier changes to AssetReferenceDrawer
    - Fixed bug where Addressables.ClearDepenendcyCache wasn't clearing the cache.
    - AssetReferenceUILabelRestriction attribute now works properly on references in nested classes

    Scriptable Build Pipeline
    ## [1.12.0] - 2020-09-15
    - Improved caching performance of the WriteSerializedFile build task with projects using many Prefabs in Scenes.
     
  41. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Now Released: Addressables 1.16.6 and SBP 1.13.1
    Full Changelogs:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.13/changelog/CHANGELOG.html

    Apologies for the delayed release on this one. We had some issues with our release process this go around.

    Addressables 1.16.6
    • Group hierarchy support in groups window by detecting '-' in group name
      • This can be turned on & off in the addressable asset settings inspector: Group Hierarchy with Dashes
      • This only affects the visual display, groups are still stored in the main settings object in a flat list
      • The group name is unaffected. If you name a group "x-y-z" that will be it's name, but, with the option on, it will display as if it was in a folder called "y" that was inside a folder called "x"
    • Fixed fast mode resource locator Keys property to expand all possible keys when accessed. For large projects with many addressable entries and folders, this property may be slow when called for the first time.
    • Group hierarchy support
    • Added detailed build layout feature. See documentation for details.
    • Fixed issue where assets in Resources weren't show full key in Groups window
    • Fixed issue where loading Addressables from a different project was throwing errors.
    • Fixed WriteSerializedFiles profile event timings when using the detailed build log
    • Selecting multiple Resources and checking "addressable" now display a single popup
    • Fixed CreateArrayResult wouldn't work with classes derived from Object, only the base class, so not for ScriptableObject. Also added test
    • Fixed exceptions not handled while loading ContentCatalog
    • Fixed issue where passing false into releaseDependenciesOnFailure was still releasing dependencies on failure
    • Fixed issue where failed operations could over release their dependencies.
    • Changes to an AssetReference rendered by AssetReferenceDrawer now register as a GUI change
    • Added a checkbox in settings to ignore invalid/unsupported files during build
    • empty folders are cleaned-up when moving multiple resources fails
    • fixed bug where an error would occur when moving resources for paths without extensions
    • Fixed issue where AddressableAsset files locked by version control couldn't be modified.
    SBP 1.13.1
    • Fixed an edge case where changing PlayerSettings.mipStripping did not rebuild asset bundles as required.
    • Fixed an edge case where changing QualitySettings.maximumLODLevel did not rebuild scene bundles as required.
    • Reduced unnecessary bundle rebuilds due to too much data in BuildReferenceMap
    • Removed unnecessary memory overhead when hashing large data sets for caching.
    • Added API to build player scripts to a separate location from Temp or Output Folders.
    • Fixed SpookyHash and improved it's performance when used on Unity 2020.1 and greater versions.
    • SpookyHash will be the default hashing method in Scriptable Build Pipeline on Untiy 2021.1 and greater.
    • Contiguous Bundles will be Opt-Out in Addressables & Scriptable Build Pipeline in Untiy 2021.1 and greater.

     
    saskenergy, phobos2077 and karl_jones like this.
  42. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Out now: Addressables 1.16.7 and SBP 1.14.0

    Full Changelog:

    https://docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.14/changelog/CHANGELOG.html

    Addressables 1.16.7
    • Fixed issue where InvalidHandle errors were getting thrown if an operation failed with releaseDependenciesOnFailure turned on.
    • Fixed group build and load paths not being saved when editing multiple groups at once
    • Changed Analyze Result data to be cached in the Library. Result data was previously stored in Assets/AddressableAssetsData/AnalyzeData/AnalyzeRuleData.asset. It is now stored in Library/com.unity/addressables/AnalyzeData/AnalyzeRuleData.json. If detected, the Assets - version of the Analyze data will be automatically cleaned up.
    • Fixed line in AsyncOperationHandle documentation that told the wrong API for acquiring a handle
    • Moved the content update documents to their own page. Expanded and clarified information on the update process
    Scriptable Build Pipeline 1.14.0
    • Added API to build player scripts to a separate location from Temp or Output Folders.
     
    DhiaSendi and phobos2077 like this.
  43. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Just released: Addressables 1.16.10 and Scriptable Build Pipeline 1.14.1

    Full Changelog:

    https://docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.14/changelog/CHANGELOG.html

    Addressables [1.16.10] - 2020-11-4
    • Added internal naming option for the Bundled Asset Group Schema. Instead of using the full path, there are options to use the asset guid or the hashcode of the guid. These values are stable and wont change if the asset path changes, reducing the need to rebuild a bundle if paths change but contents do not. The internal ids stored in the content catalog will generally be shorter than asset paths - 32 bytes for the full guid, 8 bytes for the guid hash.
    • Added option to exclude sub catalog entries by file extension
    • Added options to exclude catalog entries for address, labels, and guids
    • Added option to optimize catalog size by extracting duplicated string in urls and file paths
    • Fixed issue where ResourceLocations were returning null for the ResourceType.
    • Added warning to build when an Addressable Group doesn't have any AddressableAssetGroupSchemas
    • Fixed issue where resource folder search was case sensitive for Mac and Linux
    • Fixed issue where warnings were getting logged incorrectly when marking an asset as Addressable using the checkbox in the inspector.
    • Fixed issue where an AssetReference's cached asset is not reset when the underlying asset re-imports.
    • Fixed issue where we were still checking for CRC when a bundle was cached.
    • Fixed bug when using Play Mode Script "Use AssetDatabase (fastest)", and calling Addressables.LoadContentCatalogAsync would fail when it had not been cached.
    SBP 1.14.1 [1.14.1] - 2020-11-05
    • Fixed issue with invalid cast exception getting thrown in GenerateLinkXML on certain Unity versions.
     
    Last edited: Nov 12, 2020
    Redtail87, phobos2077 and karl_jones like this.
  44. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Released Now: Addressables 1.16.12 and Scriptable Build Pipeline 1.15.1

    Full Changelog:

    https://docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.15/changelog/CHANGELOG.html

    As a note, there was some issue when publishing the Addressables docs. If you check the Changelog doc right now it'll be empty for 1.16.12. I've posted below what should actually be in the version. We're working to figure out what went wrong and get it sorted. Sorry about that.

    Addressables:

    [1.16.12] - 2020-11-18
    - Added option to invert the display of CheckBundleDupeDependencies Analyze rule
    - Fix GatherEntryLocations for scenes when parameter type is null
    - Added some API docs for RuntimeBuildLog and AnalyzeResultData that were missing.
    - Updated docs to explain the use of profile variables a little better.
    - Added ability to toggle Check Duplicate Bundle Dependencies analyze rule results to be arranged by Group or Asset
    - Allow assets that are inside a com.unity* package to be marked as addressable


    SBP:

    [1.15.1] - 2020-10-29
    - Added support for per type caching and incremental rebuild triggers
     
  45. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Hey all, just wanted to say that Addressables 1.16.13 was just released. Something messed up with our promotion of 1.16.12 that caused it to point to an incorrect version of Scriptable Build Pipeline. Addressables 1.16.13 should resolve that issue.

    Thank you for your understanding and I sincerely apologize for the inconvenience this may have caused.

    https://docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.15/changelog/CHANGELOG.html
     
    Last edited: Nov 25, 2020
    IggyZuk, karl_jones and phobos2077 like this.
  46. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Out now: Addressables 1.16.15

    Full changelog:
    docs.unity3d.com/Packages/com.unity.addressables@1.16/changelog/CHANGELOG.html

    Addressables 1.16.15:
    • Addressables link.xml should now have it's own folder.
    • Fixed an issue where InvalidKeyException was getting thrown when calling GetDownloadSizeAsync on scenes
    • Resources folders inside Unity packages now get added to the Built In Data group
    • Fixed issue where getting selected subasset would cause an error if any subassets' type was null
     
    firstuser, phobos2077 and karl_jones like this.
  47. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Out now: Addressables 1.17.0-preview

    Hey all, going into the holiday season we're releasing Addressables 1.17.0-preview. The release is relatively small.

    If you want to get preview versions of Addressables (or any package) be sure you enable preview packages in the Package Manager. (Window -> Package Manager -> Advanced -> Show Preview Packages)

    ## [1.17.0-preview] - 2020-12-13
    - Added option to clear other cached versions of asset bundles when a new version has been loaded.
    - Added options for internal naming of asset bundles. This will allow for deterministic naming to avoid unintended diffs for content updates.
    - The "Ignore Invalid/Unsupported Files" option is now saved in the settings
    - Fixed issue where Filename only bundle naming schemas were overwriting old bundles prematurely in content update.
     
    ImpossibleRobert and phobos2077 like this.
  48. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Hot off the presses: Addressables 1.17.2-preview

    If you want to get preview versions of Addressables (or any package) be sure you enable preview packages in the Package Manager. (Window -> Package Manager -> Advanced -> Show Preview Packages)

    Alongside bug fixes, in this release we took all the requests we've been gathering to make certain APIs public and, well, made them public.

    ## [1.17.2-preview] - 2021-01-14

    - Add silent fail option to providers to get rid of error when cache not found as expected
    - Hierarchy now fully displayed in search results when 'show groups as hierarchy' and 'hierarchical search' options are enabled
    - OnValidate is now called when an AssetReference changes
    - Fixed bugs in Use Asset Database play mode related to multiple folders with matching addresses
    - Made the following APIs public:
    - ResourceManager.CreateChainOperation
    - AddressablesAnalyzeResultData
    - AddressableAssetSettings.OptimizeCatalogSize
    - BundledAssetGroupSchema.AssetNamingMode
    - BundledAssetGroupSchema.IncludeAddressInCatalog
    - BundledAssetGroupSchema.IncludeGUIDInCatalog
    - BundledAssetGroupSchema.IncludeLabelsInCatalog
    - BundledAssetGroupSchema.InternalIdNamingMode
    - BuildScriptBase.Log
    - ResourceManagerRuntimeData.AddressablesVersion
    - ProjectConfigData
    - ProjectConfigData.ShowSubObjectsInGroupView
    - ProjectConfigData.GenerateBuildLayout
    - ProjectConfigData.ActivePlayModeIndex
    - ProjectConfigData.PostProfilerEvents
    - ProjectConfigData.LocalLoadSpeed
    - ProjectConfigData.RemoteLoadSpeed
    - ProjectConfigData.HierarchicalSearch
    - ProjectConfigData.ShowGroupsAsHierarchy
    - BuildLayoutGenerationTask
    - BuildLayoutGenerationTask.BundleNameRemap
    - ExtractDataTask.BuildContext
    - ContentCatalogData.SetData(IList<ContentCatalogDataEntry> data, bool optimizeSize)
    - ContentCatalogData(string id) constructor
    - ContentUpdateContext
    - ContentUpdateContext.GuidToPreviousAssetStateMap
    - ContentUpdateContext.IdToCatalogDataEntryMap
    - ContentUpdateContext.BundleToInternalBundleIdMap
    - ContentUpdateContext.WriteData
    - ContentUpdateContext.ContentState
    - ContentUpdateContext.Registry
    - ContentUpdateContext.PreviousAssetStateCarryOver
    - RevertUnchangedAssetsToPreviousAssetState
    - RevertUnchangedAssetsToPreviousAssetState.Run
    - AddressableAssetEntry.GetAssetLoadPath(bool isBundled, HashSet<string> otherLoadPaths)
    - AddressableAssetSettings.IgnoreUnsupportedFilesInBuild
     
  49. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Just released: Addressables 1.17.4-preview and SBP 1.16.1

    Synchronous Addressables APIs are now released in version 1.17.4-preview. Synchronous behavior comes in the form of a method called WaitForCompletion on the AsyncOperationHandle. All you need to do is call your async methods like normal, such as Addressables.LoadAssetAsync<GameObject>(...), then from that returned handle call WaitForCompletion. WaitForCompletion returns the result of the async operation. There is a new documentation page explaining this and showing code snippets of the API being used.

    This is the reason we went back to to preview. We expect, and gladly accept, any feedback from the community that you're willing to give. Let us know what does and doesn't work for you. Let us know what bugs you encounter as well. Don't hesitate to submit bugs if something seems wrong or broken.

    A few things to note:
    - This API is not recommended for use with assets you know are located in remote AssetBundles. Technically it should work, but it is a guaranteed way to stall your game. It is recommended that you only try to synchronously load assets from AssetBundles you know are either cached or local.
    - We are in preview both to get feedback, and to ensure stability before moving to a wider release.
    - Synchronous blocking does not mean faster. The speed difference may be negligible or significant based on your specific scenario.

    We appreciate you all and hope that we've made the right step towards providing you with features that you want. We want you to know that we're listening to feedback and doing what we can to incorporate it. Without feedback from users like you this API wouldn't be happening. So, thank you. We look forward to hearing whatever you have to say about WaitForCompletion.

    Addressables Changelog:
    - Removed unnecessary logging when deleting temporary Addressables build data.
    - Added WaitForCompletion() on AsyncOperationHandles. This allows async operation to be executed synchronously
    - Alphanumeric sorting in the group window can be enabled through a setting in the editor preferences
    - Change to set IgnoreFailures with LoadOptions.IgnoreFailures stored in the IResourceLocation.Data if not null
    - Fixed issue when loading legacy Resources from Addressables using the guid when playmode is set to AssetDatabase.
    - Fixed some compile warnings on 2020.2
    - Change to use full path for name of cached catalog.

    SBP Changelog:

    - Handling of communication error with cache server. Build will now continue, using the local cache only.
    - Regression fix for index out of range error on Unity 2018.4
     
    Last edited: Mar 10, 2021
  50. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    763
    Out Now: Addressables 1.17.5-preview

    Addressables Changes:
    ## [1.17.5-preview] - 2021-02-08
    - Fixed performance issue when disabling "Addressable" for multiple Assets in the Inspector.
    - Added option to set the build path of addressables_content_state.bin file.
    - The buildlogtep.json file is not generated when building the catalog bundle.
    - Fixed invalid handle exception getting thrown when static AssetReferences were used with domain reload turned off
    - Fixed catalog using invalid load path for Groups built with "bundle naming mode" "Filename".
    - Added option to set custom prefix on the unitybuiltinshader AssetBundle
    - Added documentation explaining how dependencies affect Content Update
    - Sub-assets with arbitrary main type can now be assigned to an asset reference if types match
     
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