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Remote Addressables

Discussion in 'Addressables' started by vhailor1980, Jan 15, 2020.

  1. vhailor1980

    vhailor1980

    Joined:
    Jul 21, 2017
    Posts:
    5
    Hello, I'm trying to make sense of everything about using addressable from a remote repository but I'm struggling.

    At the moment my test case is very simple: In built scene were I load a assetreference scene (part of default group). Inside the scene a component load a assetreference prefab and assign a assetreference texture to the renderer of side object.

    I think I setup correctly the remote hosting and I'm currently using the editor hosting option. Everything seem to work, the remoteload path is set to the ip of the computer the editor is running on and after a build I'm able to get access to the bundle and the specific assets in the built player.

    Now, what is process with the lastest addressables for 2019.2 for update a assetreference texture to use another texture without rebuilding the player?

    As I said first time I build the bundles and then the player and everything works. Then if I change the referenced texture(and the texture in associated addressable group) and build again the bundles I would expect the previous built player to download the new version of the assetbundle, but it doesn't.
    If I delete by hand the cache in LocalLow then I get a CRC mismatch.
    I'm missing something?
    Do I need to deal with the caching of the bundles?
     
  2. Mastaroth

    Mastaroth

    Joined:
    Dec 20, 2014
    Posts:
    13
    It looks like you're not building or hosting a catalog.

    You have to check the Build Remote Catalog in the AddressableAssetSettings.
    Then, whenever you build or update de Addressables, you'll get 2 catalog files + the bundles. Upload all the files to your remote URL.


    Your catalog will be named (catalog_2020.01.15.13.54.52), so your next build will always look for this file, if you run the addressables update, the bundle hash will change, but the catalog won't, so, run a update and upload all files again so the build will look for the new catalog which will point to the new bundle.
    If you run a new addressables build (not an update), the catalog name will change and your current build will not read it.

    If you wish to have a greater control over this, you can "name" catalogs yourself, modifying the "Player Version Override" in the AddressableAssetSettings.
     
  3. vhailor1980

    vhailor1980

    Joined:
    Jul 21, 2017
    Posts:
    5
    Now I created a new small sample project and instead of using editor hosting I'm using my own ftp server for hosting the assets and everything work flawlessy.
    It's either I screw a bit the settings or there is a bug in the editorhosting mode.
    I'll stick to use my remote server since I will use it in the end anyway :)

    Thanks for the insight on the system that will help me!