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Unity 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

    Unity Technologies

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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

    Unity Technologies

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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

    Unity Technologies

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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

    Unity Technologies

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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.
     
    TerraUnity and phobos2077 like this.
  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 m1mostwanted like this.
  19. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    706
    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.
     
    Timboc, CDF, jiraphatK and 8 others like this.
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