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Official Release Announcements and Notes

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

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  1. davidla_unity

    davidla_unity

    Unity Technologies

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    Hot off the presses: Addressables 1.17.6-preview

    Hey all, kind of a small release this time. We have a few fixes/updates that didn't quite make the cut this time but should be in the next release.

    ## [1.17.6-preview] - 2021-02-23
    - Fixed issue where OnGlobalModification events would be EntryMoved when adding new Entries instead of EntryAdded.
    - Fixed issue where a previously built player fails to load content after running Content Update with missing local bundles
    - Fixed bug where ClearDependencyCacheAsync was throwing invalid handle exceptions if auto releasing the handle
    - Fixed a bug when SerializeReference entries in link.xml for addressable was causing Unity linker to fail.
    - Added results out parameter to AddressableAssetSettings.BuildPlayerContent.
     
    unity_k4Q9csEdGYIJ8w likes this.
  2. davidla_unity

    davidla_unity

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    Hey all, sorry for the delayed release on this one. Out now: Addressables 1.17.13 and Scriptable Build Pipeline 1.17.0

    Addressables

    - Fixed issue when loading a Sprite from a SpriteAtlas from an Addressable folder in AssetDatabase mode.
    - Fixed bug in AssetReference "Make Addressable" functionality (when referencing an asset no longer addressable)
    - Fixed bug with cyclic references in profile variable causing an infinite loop.
    - Fixed bug where cached asset type could get stuck with DefaultType, an invalid Editor type
    - Fixed issue where AsyncOperationHandle.Completed is called after AsyncOperationHandle.Task returns when the handle is already done.
    - Fixed some faulty logic in GetDownloadStatus() when errors occur
    - Removed extra dependencies that were being flagged as modified when running Check For Content Update Restrictions.
    - Fixed a bug where the result of a Task could be inconsistent and return null given certain race conditions
    - Fixed bug where UnloadSceneAsync decreased ref count more than once, and added unload scene to Release if ref count goes to zero
    - Fixed issue where a popup appears when an AddressableAsset file is being modified even if the file is checked out locally.
    - Fixed bug where fast mode wasn't showing events in the profiler
    - Remove check for isUpdating and isCompiling so GetSettings(true) still tries to load the settings when compiling or updating
    - Fixed issue where modified local static bundle dependencies fail to load after updating a previous build. Fix is compatible with older shipped content.

    SBP
    - Added [VersionedCallback] attribute for flagging build impacting changes to IProcessScene, IProcessSceneWithReport, IPreprocessShaders, and IPreprocessComputeShaders callbacks.
    - Fixed an IndexOutOfRange exception thrown by the GenerateSubAssetPathMaps build task.
    - Added faster code paths for common hashing operations.
    - 2019.4+ added additional threading usage for saving BuildCache data.
    - Fixed an edge case where SerializeReference types used across assemblies were being code stripped incorrectly.
    - Fixed a false positive cache hit when changing Player Setting's Graphics APIs
     
  3. davidla_unity

    davidla_unity

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    Hey all, bit of a small release this week: Addressables 1.17.15 is out now!

    Full changelog: https://docs.unity3d.com/Packages/com.unity.addressables@1.17/changelog/CHANGELOG.html

    Addressables 1.17.15

    • Fixed FileNotFoundException when using bundle naming mode "Filename" with Unity Cloud Build.
    • Fixed a bug where LoadAssetsAsync handle Completed callback is invoked before all individual Asset callbacks.
    • Added in Asset validator on Editor startup. This ensures that assets deleted when the editor was closed are removed from Addressables.
    • Fixed bug where the current amount of downloaded bytes was not properly updated
     
  4. davidla_unity

    davidla_unity

    Unity Technologies

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    Out now! Addressables 1.17.17

    Full Changelog:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.17/changelog/CHANGELOG.html

    Addressables 1.17.17 Release Notes:

    - Add AssetPostprocessor for AddressableSettings after AssetDatabase is Initialised, if not yet initialised on initial project launch.
    - Removed serialisation of m_MainAsset and m_TargetAsset from Group entries.
    - Fixed a warning "CacheInitialization.CacheInitOp.m_UpdateRequired'' is assigned but its value is never used" when building for platforms that don't have caching enabled
    - A message is printed on successful Addressable build
    - Properly save profile variables when switching profiles
    - Fixed bug where multi-selected Addressable Groups weren't all getting set dirty on an edit.
    - Fixed bug where Fast Mode wasn't respecting Log Runtime Exceptions setting
    - Implicit assets are now taken into account when using applying a label restriction on an asset reference
     
    phobos2077 and Redtail87 like this.
  5. davidla_unity

    davidla_unity

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    Out now: Addressables 1.18.2 and Scriptable Build Pipeline 1.18.0

    Full changelogs:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.18/changelog/CHANGELOG.html

    Addressables 1.18.2:
    - Where available use synchronous load api's when AsyncOperationHandle.WaitForCompletion is called.
    - Fixed issue where loading of Prefabs and ScriptableObjects in "Use Asset Database" and "Simulate Groups" play mode could cause changes to source Assets. Now those play modes will return instanced copies of the Assets.
    - Added "Catalog Download Timeout" to AddressableAssetSettings, used for setting a timeout for .hash and .json catalog file downloads.
    - Fixed issue where order of data in catalog.json can change. Order is now sorted to be deterministic.
    - Added best practice documentation for define dependant compilation during build time.
    - CompletedOperation are now returned to the op pool so they can be reused
    - Made AddressableAssetSettings.ContentStateBuildPath public api access.
    - Add option for building MonoScript bundle. This approach improves multi bundle dependencies to the same MonoScript.
    - Added documentation for AddressableAssetSettings options.
    - Improved error handling of failed unity web requests and some other operations.
    - Users can now look into the InnerException property of an operation's exception for additional details"
    - Fixed issue where .json and .asmdef files in the root of a package folder cannot be marked as Addressable.
    - Fixed issue where unmodifiable assets cannot be marked as Addressable.
    - Exposed more tools for making custom build scripts
    - Exposed InvokeWaitForCompletion to be inheritable by custom operations
    - Fixed issue where an url was improperly parsed by LoadContentCatalogAsync() if it contained query parameters
    - Fixed issue where the post assigned to a hosting service was changing on domain reloads
    - Add option for building asset bundles using "Non-Recursive Dependency calculation" methods. This approach helps reduce asset bundle rebuilds and runtime memory consumption.
    - Add upload speed option to the http service settings. Downloads will be provided by the rate set in Kbp/s
    - Add an option to force using UnityWebRequest even when AssetBundles are local
    - Fixed issue with WebRequestQueue where web requests weren't getting queued correctly
    - Fixed issue where looking for default group would spam null reference to GUI if Built In data group was deleted/null
     
    Redtail87, phobos2077 and karl_jones like this.
  6. davidla_unity

    davidla_unity

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    Out now: Addressables 1.18.4

    Full Changelog: https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html

    Addressables 1.18.4 Changes:
    • EditorOnly tagged GameObjects in Scenes are no longer detected as duplicates for Scene Analyze results.
    • Fixed issue when dragging multiple groups around within the groups window to set their display order.
    • Reimplemented AsyncOperationBase.Task API to use TaskComppletionSource instead of creating a background thread.
    • Fixed issue where remote .hash file was still being requested when Disable Content Catalog Update on Startup was enabled
    • Fixed issue where AssetReference variable names weren't consistently formatted in the inspector
    • Fixed bug where Completed callback was not called the same frame for some async operations when WaitForCompletion is used.
    • Added Samples to the package. These can be added to the project through the Addressables page in Package Manager
     
  7. davidla_unity

    davidla_unity

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    Hey all, the new release is finally here! Apologies for the late delivery. Addressables 1.18.9 and Scriptable Build Pipeline 1.19.0 is available.

    Addressables
    ## [1.18.9] - 2021-06-04
    - Added "Select" button for Addressable Asset in Inspector to select the Asset in the Addressables Groups Window.
    - Reduced the number of file copies required during building Addressables and moving Addressables content during Player build.
    - Fixed issue with AssetReferenceUIRestriction not working with Lists and Arrays.
    - Optimised loading AssetBundles to avoid redundent existing file checks.
    - Fixed issue with folder asset entries throwing null ref exceptions when doing a Check for Content Update Restriction
    - Added documentation about how to implement custom operations with synchronous behavior
    - Added option on AddressableAssetSettings to strip the Unity version from the AssetBundle hash during build.
    - Added documentation about useful tools you can use when building Addressables content with a CI pipeline
    - Added Import Groups tool to Samples folder.
    - Updated documentation for setting up and importing addressable assets in packages."
    - Fixed issue where multi-group drag and drop places groups in reverse order.
    - Fixed issue where an asset entry is no longer selected in the Project window after it is modified on disk.
    - Fixed simulated play mode when "Internal Asset Naming Mode" was set to something other than "Full Path"
    - Fixed issues with WaitForCompletion getting stuck in infinite loop during failed operations
    - Organised AddressableAssetSettings GUI into more distint setting types.
    - Fixed issue where the wrong operation would sometimes be returned by the cache when a project contains over 10K addressable assets
    - Added path pairs feature
    - Fixed issue where AsyncOperationBase.HasExecuted isn't being reset when the operation is reused.
    - Added check to ensure that ResourceManager.Update() is never called from within its own callstack.
    - Added ability to rename labels from the label window.
    - Added the DisableVisibleSubAssetRepresentations option in Settings.

    SBP
    - Replaced our use of BinaryFormatter with new "USerialize"
    - USerializer performance in synthetic tests is about 40x faster than BinaryFormatter
    - Real world project tests have seen about 1.8x improvement of cold cache build times, and about 6x improvement of warm cache build times.
    - Fixed a case where internal type hash was not being cached correctly causing constant cold cache hits.
    - Fixed a case where previous build results could influence a new build incorrectly by including the wrong dlls.
    - Fixed a case where multiple scenes in the same asset bundle could generate invalid or incorrect dependencies and not load all necessary data.
    - Minor fix for native tep profiling results to separate the event name from the event context and to properly string escape the context.
    - Added the DisableVisibleSubAssetRepresentations build parameter.
     
    phobos2077 and Redtail87 like this.
  8. davidla_unity

    davidla_unity

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    Hey all, Addressables 1.18.11 is out!

    Full change log:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/manual/index.html

    [Addressables 1.18.11]:
    - Improved performance of Labels popup in Groups Window.
    - Added "Copy Address to Clipboard" Context menu option in Groups Window.
    - Added AssetLoadMode option to AddressableAssetsGroup, adds "Requested Asset And Dependencies" and "All Packed - Assets And Dependencies" load methods.
    - (2021.2+) Improved performance of copying local build path Groups built content when building a Player.
    - Removed "Export Addressables" button from groups window because it was no longer in use.
    - Fixed issue where loading remote catalog from .json fails when Compress Local Catalog is enabled.
    - Fixed issue where loading remote catalog from bundle on WebGL fails when Compress Local Catalog is enabled.
    - Added multi-project workflow documentation
    - Made CacheInitializationData.ExpirationDelay obsolete
    - Improve Hierarchical Search performance in Groups Window.
    - Build now fails earlier if invalid or unsupported files are included.
    - Fixed issue where renaming Group and Profiles would not cancel using Escape key.
    - Fixed issue where StripUnityVersionFromBundleBuild and DisableVisibleSubAssetRepresentations were not being serialised to file.
    - Updated content update docs to be a little more clear
    - Made ExpirationDelay on the CacheInitializationObjects obsolete
    - Reduced amount of main thread file I/O performed during AssetBundle loading
     
    phobos2077 likes this.
  9. davidla_unity

    davidla_unity

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    Hey all, Addressable 1.18.13 is out!

    Full Changelog: https://docs.unity3d.com/Packages/com.unity.addressables@1.18/manual/index.html

    [Addressables@1.18.13]
    - Fixed issue where Addressables would not use a custom Asset Bundle Provider if the default group was empty
    - InvalidKeyExceptions are now correctly thrown as InvalidKeyExceptions, as opposed to before, where they were thrown as System.Exceptions. Please note that this may break any checks that rely on InvalidKeyExceptions being thrown as System.Exception
    - Fixed issue where UnauthorizedAccessException is logged during a build if content_state.bin is locked by version control integration.
    - Fixed issue where user defined callbacks can cause unexpected behavior for async operations that are automatically released.
    - Fixed issue where Content Update would not include folder entry sub entries.
    - Fixed issue where NullReferenceException was logged when multi-selecting with Resource in Groups TreeView.
    - Fixed issue where Check for Content Update Restrictions excludes dependencies for folder entries.
    - Fixed issue where AddPostCatalogUpdatesInternal would attempt to remove the hash from strings that did not include a hash, occassionally leading to incorrect bundle names in catalog.json
    - Load AssetBundles Asynchronously from UnityWebRequest for supported Editor versions
    - Fixed issue where hidden files were being flagged in GetDownloadSizeAsync when "Use Asset Database (fastest)" is enabled.
    - Added logic for auto releasing completion handle in InitializeAsync
    - Fixed issue where AssetBundleProvider would fail to retry on download dailed
    - Fixed bug where Fast Mode wasn't returning the correct resource locations or their types, especially for sub-objects.
    - Fixed bug where Hosting Service was not saving if enabled between domain reloads
    - Fixed bug where Scenes with Group setting Asset Internal Naming Mode of Filename failed to load
    - Fixed bug where Hosting window would occassionally be empty on startup.
     
    doneykoo and phobos2077 like this.
  10. davidla_unity

    davidla_unity

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    Hey all! Addressables 1.18.15 is out. This one is a smaller release. We're gearing up to release a preview 1.19.0 so this release is a bit smaller. We'll keep 1.19.0 in preview for a few weeks to work on stabilization for any bugs reported then we'll bring a version of 1.19 out of preview and get it validated. 1.19.x will also have an updated Scriptable Build Pipeline dependency.

    Addressables 1.18.15
    - Improved Addressables inspector for Assets.
    - Fixed issue where the hosting window would use an exceptionally high (8-20%) amount of CPU while open with a hosting service created
    - Added update on profile change, changed to remove preceding slashes and change all to forward slash for hosting service
    - Added documentation explaining why we are unable to support WaitForCompletion (sync Addressables) on WebGL
     
    Ryu8179 and karl_jones like this.
  11. davidla_unity

    davidla_unity

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    Hey, everyone. 1.19.4 has been released! This comes alongside a new dependency on Scriptable Build Pipeline 1.19.2, which has a few bug fixes of its own.

    Addressables 1.19.4
    ## [1.19.4] - 2021-08-24
    - Removing support for 2018.4
    - Added options for building Addressables content as a prebuild step when building Player.
    - Optimised StreamingAssets usage to no longer need to be copied into the project (2021.2+).
    - Fixed issue where OnDestroy use of Addressables API results in errors when Enter Play Mode Settings are enabled.
    - Set AssetEntryCollection is Obsolete, includes auto update process to create Group entries from EntryCollections.
    - Updated CheckForCatalogUpdates to properly report any failures that occur while its running.
    - Combined BundledAssetGrupSchema CRC settings to a single value.
    - BundledAssetGroupSchema Request Timeout will now use time in seconds since last time data wasa downloaded.
    - Fixed issue where Exceptions in UnityWebRequest.Send were not caught.
    - Updated the way that CompletedOperation events are handled in the Event Viewer to make it easier to associate a given CompletedOperation with its corresponding ChainOperation
    - References to Time.deltaTime throughout Addressables are now replaced with Time.unscaledDeltaTime to better match whats described in the API
    - Improved the performance of the ProcessAllGroups build step.
    - Fixed a bug where having unmatched brackets in a profile's value could lead to a freeze.
    - Fixed a bug where certain patterns of values in a profile variable would occasionally lead to an InvalidOperationException while building
    - Added check to prevent infinite loop during WaitForCompletion during Asset Database Mode and Simulate Groups Mode
    - Users can now supply a callback to receive the UnityWebRequest before being sent by web-based providers
    - Added new API to clear the bundle cache for nonreferenced remote asset bundles. UpdateCatalogs has a new optional parameter called autoCleanBundleCache that when enabled will clear the bundle cache for nonreferenced remote asset bundles.

    - New public APIs
    - BundledAssetGroupSchema.AssetLoadMode
    - AssetBundleProvider.AssetBundleRequestOptions.AssetLoadMode
    - Addressables.WebRequestOverride
    - ResourceManager.WebRequestOverride
    - AddressableAssetSettings.DisableVisibleSubAssetRepresentations
    - Exposed Auto release parameter added to InitializeAsync
    - BundleRuleBase
    - GenerateLocationListsTask.ProcessInput (formally RunInteral)
    - BuildScriptPackedMode.PrepGroupBundlePacking
    - UnloadSceneAsync APIs with exposed UnloadSceneOptions parameter
    - Addressables.CleanBundleCache
    - New parameter for Addressables.UpdateCatalogs to auto clean the bundle cache

    SBP 1.19.2
    - Fixed an edge case where moving a scene would fail the build.
    - Added additional details to the Trace Event Profiler output where the data was missing or unclear.
    - Fixed an issue where NONRECURSIVE_DEPENDENCY_DATA would return NonRecursive bundle dependencies instead of the expected Recursive bundle dependencies.
    - Updated version define for ENABLE_TYPE_HASHING to match backported Unity 2020.2.2f1 version.
    - Fixed USerialize bug with handling of Type[] containing null values.
    - Fixed an issue where the hash for Scene bundles would be calculated with a few missing bytes, returning an incorrect hash.
    - Fixed an edge case with NONRECURSIVE_DEPENDENCY_DATA in which Scene Bundles would be unable to load MonoScripts and log Missing Behaviour warnings at runtime.
    - New Project Behavior Change: PrefabPacked bundles now use a header size of 2 bytes instead of 4 bytes to reduce file identifier collision frequency in large projects.
    - Previous behavior can be restored via the Scriptable Build Pipeline Preferences window.
    - New Preference: FileID Generator Seed allows you to set a seed for file identifier generation to avoid project specific collisions.

     
  12. davidla_unity

    davidla_unity

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    Hey all, Addressables 1.19.6 is out!

    Here's the changes that went into this release:

    ## [1.19.6] - 2021-09-24
    - Fixed issue where built-in shaders and MonoScript Bundles prefix option was not prefixed to Bundle filename.
    - Restructured and updated documentation.
    - Fixed an issue where graphs in the event viewer would sometimes scroll off the window
    - Fixed issue where an AssetReference field cannot be interacted with the tab and enter keys.
    - Fixed issue where an AssetReference label is displayed wrong where the AssetReferece is a child of the property being displayed.
    - Added documentation for Addressables.CleanBundleCache
    - Fixed issue where editing an open Prefab and saving the Prefab will deselect selected Objects.
    - Improved performance of displaying Addressables Inspector in a very large Project.
    - Fixed issue where buildlayout.txt would contain incorrect bundle names if a group's bundle naming scheme was set to filename
    - Fixed an issue where some platforms were caching catalogs that don't support caching
    - Fixed an issue where the popup windows for creating new profiles path variables would appear in seemingly random places.
    - Fixed an issue where the popup window for creating a Build and Load path variable pair would not properly display its save button
    - Added note in Hosting Services docs about modifying firewall settings when testing on other devices.
    - Added handling of possible exceptions when caching catalog files.
     
  13. davidla_unity

    davidla_unity

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    Hey all, 1.19.11 has been released!

    What's new in 1.19.11
    - Fixed issue with missing reference exception when using addressables where content has not been built.
    - Added warning that LZMA compression is not available for WebGL AssetBundles.
    - Fixed issue were getting a Group Template fails where the project name or parent directory ended in "Assets".
    - Fixed issue where option to build Addressables when building a Player where displayed for unsupported editor versions.
    - Fixed issue where hosting services filters ip addresses when entering playmode and no services are in use
    - Fixed "Editor Hosted" LoadPath, to work with active local Editor hosting service
    - Fixed error where creating new groups would lead to errors if the default build and load path variables were not present in one's profile settings.
    - Modified the behavior of AssetReference.editorAsset and AssetReference.SetEditorAsset to be more consistent and intuitive
    - Fixed issue where upgrading from versions that didn't have ProfileGroupTypes was causing issues during builds.
     
  14. davidla_unity

    davidla_unity

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    Hey all, Addressables 1.19.13 and Scriptable Build Pipeline 1.19.4 has been released. You may have already seen it. I delayed the announcement because of an issue with the promotion process where SBP failed to get to production, but Addressables was successful. This, obviously, caused a problem with dependencies. The issue should be resolved now.

    Full transparency, we did notice a regression bug in the Analyze tool window shortly after we'd already released. While this shouldn't be ship stopping for anyone, we are going to release a 1.19.14 with a hotfix for that in the next couple of days.

    Addressables
    ## [1.19.13] - 2021-11-29

    - Removed AddressableAssetEntryCollection upgrade check on opening project. Improving startup performance.
    - Fixed issue where GetAllAsset with includeSubObjects did not get subObjects within Assets in an Addressable folder.
    - Improved Groups window label dropdown. Adding the ability to search labels and add new labels from the dropdown.
    - Added ability Assets from Analyze window, using double click and right click options on the results.
    - Improved performance when displaying Addressables header for selected Assets.
    - Fixed issue where Groups not marked as "Include in build" was being including in analyse rules.
    - Fixed issue where WaitForCompletion will complete Scene operations, where Scenes require further asynchronous loading to complete correctly.
    - Fixed issue where AssetDatabaseProvider.LoadAssetAtPath causes a null exception if the asset is not in the AssetDatabase.
    - Fixed issue where "Reentering the Update method is not allowed" exception occurs when calling WaitForCompletion during an async method.
    - Added FAQ documentation for internal Bundle Id and Asset naming modes.
    - Added documentation describing behaviour of WaitForCompletion of Scenes.
    - Added documentation for how script changes affect builds.
    - Added documentation about Windows file path limit affecting content builds
    - Added note about Sprite Atlas options in the documentation.
    - Added Sample for custom build and play mode scripts
    - Fixed issue where Editor assets were getting included in a build for certain platforms due to path separator character mis-match
    - Fix issue with using custom AssetBundleProvider with custom AssetBundleResource.
    - Fixed issue where editor hosting profile variables were serialized to AddressableAssetSettings.

    SBP
    ## [1.19.4] - 2021-10-21

    - Fixed an issue where MonoScript bundle will attempt to pull in data it should not have.
    - Fixed an issue where NONRECURSIVE_DEPENDENCY_DATA would not properly calculate Shader Variants from Scenes.
    - Improved ArchiveAndCompress path handling to detect too long paths and log errors.
    - Improve performance of UpdateBundleObjectLayout build task.
    - Improved BuildCache to rebuild cache entries in case of exceptions instead of failing the build.
     
    saarg, TerraUnity, phobos2077 and 2 others like this.
  15. davidla_unity

    davidla_unity

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    Hey all, somewhat less formal announcement post. Addressables 1.19.14 has just been released. The only change in this version is fixing the issue in the Analyze window mentioned in the previous post.

    If you monitor this thread, I'd like to state that with the holiday season coming up, we likely won't do another release until the beginning of the year. We'll still continue development, of course, so the build we cut at the beginning of January has the potential to have a larger changeset than average.
     
    dimmduh1 and phobos2077 like this.
  16. davidla_unity

    davidla_unity

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    Hey all, Addressables 1.19.17 has been released!

    Full changelog: https://docs.unity3d.com/Packages/com.unity.addressables@1.19/changelog/CHANGELOG.html

    ## [1.19.17]
    - New Projects use hierarchical search mode as the default option for Group search.
    - Group referenced by Addressable Schema can now be viewed, but not edited, in the inspector
    - Fixed issue where calling Addressables.CleanBundleCache freezes the WebGL player.
    - Fixed API inconsistency in CheckForCatalogUpdates. The API wasn't initializing Addressables if it was the first point of contact in the system.
    - Fix issue where opening the Analyze window logs null exceptions after running the "Check Duplicate Bundle Dependencies" rule.
    - Add platform type to ""Use Existing Build"" display name in the Addressables Groups > Play Mode Script menu."
    - Fixed issue where Scene loading after a content update could result in "RemoteProviderException : Invalid path in AssetBundleProvider: ''.". Fix require a new addressables_content_state.bin to be created."
    - Tests for the addressables package are no longer included. These can still be accessed upon request.
    - Fixed an issue where calling WaitForCompletion on LoadSceneAsync would sometimes cause a freeze
    - Mentioned the AssetBundle loading cache in the docs
    - Fixed issue where using WaitForCompletion and loading an AssetBundle through a UnityWebRequest freezes the editor when using 2021.2+.
    - Fixed issue where using WaitForCompletion and exceeding the max number of concurrent web requests freezes the editor."
    - Updated the docs to use the correct name for the Analyze rule "Bundle Layout Preview"
    - Fixed issue where Addressable Asset Entry cached data is not cleared during external changes in some editor versions.
     
    Ruchir, phobos2077 and karl_jones like this.
  17. davidla_unity

    davidla_unity

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    Hey all, Addressables 1.19.18 is out! Along with it comes Scriptable Build Pipeline 1.19.6

    Full changelog:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.19/manual/index.html
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/manual/index.html

    Addressables 1.19.18
    - Fixed issue where WaitForCompletion would take too long when used in virtual mode.
    - Updated the documentation to include information on methods of waiting on asynchronous operations to complete.
    - Fixed issue where IOException occurs when autoCleanBundleCache has value of 'true' in Addressables.UpdateCatalogs.
    - Improved Addressables class Inspector headers with documentation links.
    - Fixed issue in Editor where a large number of AssetReferences causes performance spikes
    - Documentation has been added for shared bundles, HTTP restrictions in 2022 editor versions, Samples, and various cleanup
    - Fixed issue with missing trace events in build profile trace log
    - Fixed issue where adding a AddressablesGroupTemplate could not be added, throwing an Exception
    - Added better logging when built in Editor Hosting Service fails to acquire a port
    - Improved ordering of when OnPostprocessAllAssets occurs for Addressables settings and windows to ensure Addressable settings are processed first.
    - Fixed issue where "Unable to load assets of type" error occurs when loading asset with classes referenced by value in "Use Asset Database" mode.
    - Add more documentation about the "Non-Recursive Dependency Calculation" and "MonoScript Bundle Naming Prefix" options in AddressableAssetSettings.

    SBP 1.19.6
    - Fixed an issue where the Build Progress Bar would not go away after the build is complete.
     
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  18. davidla_unity

    davidla_unity

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    Hey all, Addressables 1.19.19 has been released!

    Full Changelog: https://docs.unity3d.com/Packages/com.unity.addressables@1.19/changelog/CHANGELOG.html

    Addressables 1.19.19
    • Improved message of InvalidKeyException errors.
    • Improved exception message of RemoteProviderExceptions
    • Fixed issue where Clear Cache Behavior setting was getting reverted when changed while multi-selecting schemas
    • Fixed an issue where when building with Missing References in the groups window a NullRefException would occur
    • Added documentation explaining why the user might hit a deadlock when calling WaitForCompletion when loading multiple scenes in succession
    • Fixed issue where DownloadDependenciesAsync with merge mode did not unload AssetBundles correctly
    • Added ComponentReference and Custom Analyze Rule to Samples folder.
    • Fixed issue where BundledAssetGroupSchema custom paths reset to default local paths after a domain reload.
    • Added assemblyInfo to manage visible internals
    • Fixed issue causing InvalidOperationException when loading Addressable Settings from OnPostProcessAllAsset during a project load without a cached AssetDatabase
    • Fixed an issue where calling LoadSceneAsync.WaitForCompletion immediately after loading a scene singly would cause a freeze
     
    jasontrask and MGhasemi like this.
  19. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    762
    This has been a long time coming, but Addressables 1.20.0 has just been promoted! I'm excited for this release as I think there are some pretty significant quality of life improvements in this one. A couple of things I'd like to call out:

    The Content Update workflow has had a pretty significant improvement. Those of you that are familiar with the process probably already know about the content state .bin file that you have to keep track of in order to to a Content Update. While this file still exists, and is still required, we've added some useful options in the AddressableAssetSettings that let us automatically fetch the .bin file as part of your build. Checking for Content Update Restrictions can now be incorporated into the Content Update build process and doesn't have to be a separate step that you have to remember. There's a couple other options for dealing with Content Update that you'll be able to customize now.

    We've added the IAddressablesBuildMenu interfact that allows you to create some custom build operations with pre-build and post-build hooks.

    We've also exposed several internal/private APIs that have been requested. Hopefully it helps!

    Full transparency, we're working hard to improve/update our documentation and Learn articles.

    Addressables 1.20.0 Changelog:
    - Added ability to get the download size of a given Content Catalog by its resource location
    - Add option to save the bundle build layout report as a json or txt file in the Preferences window.
    - Added sample for resolving duplicate dependencies to multiple groups.
    - AddressableAssetProfileSettings.GetProfileDataById and AddressableAssetProfileSettings.GetProfileDataByName public
    - Added ability to load scenes using SceneLoadParameters through Addressables API.

    - Made the following API public:
    - AsyncOperationHandle.IsWaitingForCompletion
    - AssetBundleResource.LoadType
    - AssetBundleResource.GetLoadInfo()
    - AssetBundleResource.GetAssetPreloadRequest()
    - AssetBundleResource.Start()
    - AssetBundleResource.Unload()
    - WebRequestQueueOperation.Result
    - WebRequestQueueOperation.OnComplete
    - WebRequestQueueOperation.IsDone
    - WebRequestQueueOperation.WebRequest
    - WebRequestQueueOperation.ctor()
    - WebRequestQueue.SetMaxConcurrentWebRequests()
    - WebRequestQueue.QueueRequest()
    - WebRequestQueue.WaitForRequestToBeActive()
    - ResourceManagerConfig.ExtractKeyAndSubKey()
    - UnityWebRequestUtilities.RequestHasErrors()
    - UnityWebRequestUtilities.IsAssetBundleDownloaded()
    - UnityWebRequestResult.Error.set
    - UnityWebRequestResult.ShouldRetryDownloadError

    - Made the following API protected:
    - AssetBundleProvider.UnloadingBundles.get
    - AsyncOperationBase.ReferenceCount
    - AsyncOperationBase.IncrementReferenceCount
    - AsyncOperationBase.DecrementReferenceCount

    - Added functionality to extend groups window build menu with pre and post build methods
    - Fixed issue where custom analyze rules that are subclasses cannot be registered.
    - Added more tooltips to UI
    - Fixed issue where loading assets using a Location without initialising first would not initialise Addressables.
    - Content Update workflow has been changed to be more streamlined. New settings have been added to handle Content Update and the previous state .bin file can now be automatically loaded instead of requiring manual selection.
    - Set default max concurrent Web requests value to 3.
    - Pre-cache delegate list for Completed and CompletedTypeless to reduce GC allocation.
    - Fixed issue where Scenes can be incorrectly reported as being in multiple bundles with Bundle Layout Preview analyze rule
    - Fixed bug where requests for a ResourceLocation that pointed to a scene in an Addressable folder wasn't returning the location
    - Fixed issue where content update could fail to update built-in shaders and monoscript bundles to load from the correct location.
    - Cache results of FindEntry to improve performance when no changes are made.
    - Fixed an issue where the AddressableAssetEntry returned by GetFolderSubEntry would not include the labels of the entry
    - Fixed issue where inherited fast mode scripts would fail to use instance and scene providers set for that build script object.
    - Fixed issue where multiple AssetReferences could not be dragged and dropped to a list or array.
    - Improved performance when deleting Addressable Asset Groups.
     
  20. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    762
    Hey all,

    Addressables 1.20.3 has been released. The dependency on Scriptable Build Pipeline has also been updated to the newest version, 1.20.2.

    Addressables 1.20.3 Notes:
    - Added documentation to several areas (Build, Settings, Profiles, Catalogs, Runtime loading).
    - Fixed issue where GatherAllAssets filter would still return subObjects of filtered Assets.
    - Fixed issue where content update entries dependent on modified entries and not found as modified by check for content update restrictions
    - Fixed issue where the notification for changed static content wasn't getting cleared for assets inside of folders.
    - Fixed issue where Sprites belonging to a Sprite Atlas aren't assignable to an AssetReferenceSprite field.
    - Fixed issue where RefreshGlobalProfileVariables is called during script compilation.
    - Fixed issue where UnauthorizedAccessException occurs when lacking permissions to cache a remote catalog.
    - Fixed stack overflow with SortedDelegate and Addressables OnPostProcessAllAssets occurred during invoke a queued invoke and registering a new delegate.
    - Fixed issue where SceneLoadParameters were not used when using LoadSceneAsync using SceneLoadParameters.
    - Fixed issue where Schema gui with List members would not save when editing in the Group inspector.
    - Fixed issue where Serializable types of structs and class members of MonoBehaviour or ScriptableObjects would be returned as a location with GetResourceLocations but would not be loadable.
    - Fixed issue where setting default group does not dirty settings. Causing a reload to reset to previous default group.
    - Added updated documentation for the 1.20 Content Update workflows
    - Fixed issue where AssetReference subasset popup text is always white regardless of Editor skin.
    - Fixed issue where newly created assets would not show the Addressables inspector until after a domain reload.
    - Optimised Build pass Post Process Bundles when running on a large number of asset dependency trees.
    - A warning now gets printed if caching data fails due to Application.persistentDataPath being an empty string
    - Fixed issue where pressing the Reset button on the Hosting window would not assign a new random available port number.
    - Fixed bug where WaitForCompletion could hang indefinitely under certain race conditions (primarily on Android)
    - Fixed a bug where calling WaitForCompletion on a LoadAssetAsync call that was loading from Resources would freeze the editor.

    Scriptable Build Pipeline 1.20.2 Notes:
    - Fix an issue where Scene build ordering would cause Scenes to not load.
     
    EirikWahl likes this.
  21. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    762
    Hey all, Addressables 1.20.5 has been released!

    Addressables 1.20.5 Notes:
    - Fixed issue where object picker for the AssetReferenceDrawer would cut off longer asset names due to only being as wide as the property drawer.
    - Improved performance of gathering assets for an AssetReference.
    - Fixed issue where settings hash was not included in settings.json for runtime settings.
    - Fixed issue where CheckBundleDupeDependencies() would cause a null reference when no addressable assets are in a project.
    - Fixed issue where WebRequestQueue would throw a NullReferenceException when given an aborted web request as a parameter.
    - Fixed issue where renaming a label does not dirty and save settings and serialise to file.
    - Fixed an issue where an updating catalogs operation would return a 'Succeeded' status even if its load operation failed.
    - Fixed issue where hosting service roots would not change to correct platform when switching platforms in editor.
    - Fixed issue where ProfileDataSourceSettings was generating wrong LoadPath url for CCD integration
    - Fixed issue where ClearDependencyCacheAsync could try and clear a bundle that is actively loading.
    - Fixed issue where web request is not disposed when downloading a file using TextDataProvider
    - Fixed issue where DisableAssetImportOnBuild sample does not disable asset imports
    - Fixed issue where retrying a download after a CRC mismatch would not occur.

    The next few releases are likely going to be smaller and focus on bug fixes. We're working on a few larger workflow and documentation improvements, some of which are going to take a while to be completed. You can see some of what we're working on here: https://forum.unity.com/threads/addressables-roadmap-and-idea-submission.1317444/ as well as submit your own ideas for us to look at for future iterations.

    Thanks, all!
     
    spiney199, Elmstrom, ferretnt and 2 others like this.
  22. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    762
    Hey all, Addressables 1.21.1 has been released! Alongside it comes Scriptable Build Pipeline 1.21.0.

    The main thing I want to highlight is "Added public API to support more detailed Build Layout" which I think is going to lead some pretty cool stuff. We're taking the feedback we get and are trying to create new, and improve existing tooling to help with Addressables development. This particular line item in the changelog is the first step towards enabling us to release our Build Layout Visualizer, which should make the Addressable content builds a lot more transparent.

    Addressables 1.21.1:
    • Fixed issue where CcdManagedData State was not being set correctly
    • Added IP ping timeout to the Hosting Services window.
    • Fixed issue where loading cached bundles using WaitForCompletion in 2021.2+ results in an error.
    • Fixed issue when loading urls with unconverted special url characters such as a space.
    • Fixed issue where folders in Groups window would display the subObjects of assets without expanding the assets.
    • Added public API to support more detailed Build Layout
    Full Changelog: https://docs.unity3d.com/Packages/com.unity.addressables@1.21/changelog/CHANGELOG.html

    Scriptable Build Pipeline 1.21.0:
    • Added public APIs to support more detailed Build Layout reports
    Bit of a broken record on this one. Scriptable Build Pipeline has also had some public API added to help support our Build Layout Visualizer tool.

    Full Changelog: https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.21/changelog/CHANGELOG.html
     
    Elmstrom, Timboc and LuGus-Jan like this.
  23. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    762
    Hey y'all, I just wanted to announce that Addressables 1.21.8 and Scriptable Build Pipeline 1.21.3 have been released. One small thing before I get into some callouts about new things in Addressables, there was a bit of a "mix up at the factory" and Addressables 1.21.3 was placed onto production when it shouldn't have been. If you're updating, please make sure to use 1.21.8 instead.

    There are a few things I'd like to callout in this release. Though it is a patch, we're adding some pretty great tooling to help with understanding Addressables a bit better.

    First off, the Addressables Build Report and the Addressables Profiler Module integration. So, because of engine UI limitations, these features do require Editor 2022.2 and above in order to work out of the box. You'll also need to make sure you've gone into Edit > Preferences > Addressables and have "Debug Build Layout" enabled.

    For the Addressable Build Report, that's all you'll have to do in order to start using it. There is a Preference to auto open it after every build that you can turn off.

    For the Profiler Module, make sure you're using the Use Existing Build playmode script in the Editor and you should see the Addressable events come through in a custom Addressable Assets module in the built-in Profiler. You'll also have to install the profiler package, which we have a button in the Addressables Preferences to quickly install the version compatible with our stuff.

    Another things we're soft launching as part of this is binary format content catalogs. If you want to switch to using the binary format, add the ENABLE_BINARY_CATALOG scripting define to the Player project settings. This will switch it over and nothing else is required. This should result in much smaller catalogs. If you need to roll back, just remove the scripting define and the system will go back to using the json format like before.

    And finally, we've done quite a bit of work on the Addressables manual. We've restructured it in such a way that it should be easier to find information. We've also added some documentation that was previously lacking. The documentation team is currently working on getting those live, but I'm not sure exactly when they'll go up.

    We hope these changes prove useful!

    ## Addressables [1.21.8] - 2023-02-09
    - Optimised PostProcessBundles
    - Fixed issue where having a runtime profile variable or property to evaluate web urls on Windows platforms can result in malformed urls.
    - Fixed possible `NullRefernceException` when importing new assets and `AddressableAssetUtility+SortedDelegate,Register` was called.
    - Fixed an issue where EditorGUI.changed would not be properly set in certain circumstances when updating AssetReferences using the inspector
    - Fixed CCD build and release to properly upload static groups
    - Fixed CCD build and release to allow both static and managed groups in the same profile
    - Include additional object dependency information in build layout report
    - Addressables Profiler module compatible with Unity Editor 2022.2+
    - Addressables Build Report window added. Compatible with Unity Editor 2022.2+

    ## Scriptable Build Pipeline [1.21.3] - 2023-01-09
    - Changed calculating AssetDependency to generate dependencies by Object instead of per Asset
     
    Last edited: Feb 17, 2023
  24. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    762
    Hey y'all, I apologize, I haven't been updating this. You've probably all already seen, but let me just post the versions that have been released with the release notes.

    Addressables (latest version 1.21.14):
    ## [1.21.14] - 2023-06-14

    - Fixed an issue where CleanBundleCache was giving an invalid handle error when Send Profiler Events was turned on
    - Fixed issue where provider data wasn't set for catalog downloads, so web request timeouts would default to 0 instead of the given value
    - Added the ability to manage Addressables labels from the asset inspector
    - Fixed an issue where the Addressables build cache would get cleared even if you pressed no in the popup window.
    - Optimised gc allocations with Addressables profiling module data transfer.
    - Fixed issue with binary catalog and asset bundle download redirect limit causing an error when set to -1 (default)
    - Fixed issue where player preferences for logging runtime exceptions weren't being compiled out using the Editor scripting define
    - Fixed an issue where in some cases sprites would not load properly when using a binary catalog

    ## [1.21.12] - 2023-05-04
    - Fixed issue with a potential race conditon when calling GetAssetBundle to load local files using WaitForCompletion
    - Fixed compiler error when using the profiler module on a noncaching platform.
    - Fixed issue where stack overflow occurs for http requests on Unity 2022.1+ when insecure requests are disallowed.
    - Added groups field to Inspector and move assets popup.
    - Fixed issue where sprite atlas cannot be assigned to an AssetReferenceAtlasedSprite.

    ## [1.21.10] - 2023-04-10
    - Fixed Addressables profiler not correctly displaying loaded Asset subObjects where a Asset was loaded due to a direct reference to one of its subObjects.
    - Fixed an issue where bundles built with the Append Hash to FIlename bundle naming option had strange interactions with the Prevent Updates option
    - Improved performance of BuildLayoutGenerationTask

    ## [1.21.9] - 2023-03-07
    - Removed code within WriteObjectToByteList that would never be reached
    - Fixed an issue where SceneOps would have update called on them twice per frame
    - Fixed an issue where in some circumstances an Operation would continue to have update called on it even after it finished.
    - Fixed an issue with Labels window after a domain reload causing a null reference exception.
    - Added Remove all unused labels option to labels popup window.
    - Fixed issue when not including the address and guid in catalog using content update workflow, would always indicate the asset as changed
    - Fixed Addressables profiler module help links to documentation.
    - Fixed issue where scenes unloaded due to another scene loading in single mode, would result in the profiler module still reporting the scene as loaded.
    - Groups window will now show labels of entries that are not a part of the settings.
    - Fixed 404s when uploading files with incorrect environment ID
    - Fixed issue where BuildLayoutGenerationTask would sometimes fail in large projects


    Scriptable Build Pipeline (latest version 1.21.7)
    ## [1.21.7] - 2023-06-14

    - Building addressables for il2cpp fails with unclear error when il2cpp not installed
    - Fixed issue where InvalidKeyException occurs during the UpdateBundleObjectLayout build task.
     
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