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To the Addressable Developers: unitywebrequest,assetbundles and concerns on the future

Discussion in 'Addressables' started by lucascano_mvf, Sep 4, 2019.

  1. lucascano_mvf

    lucascano_mvf

    Joined:
    Jul 26, 2019
    Posts:
    1
    Asking directly to the addressable developers:

    Long story short,i have a huge project going on: tiny mobile frontend, gigantic backend that manages users and which assets they can have access to.
    Users can have access to a huge quantity of contents. This contents (images,videos,3D models etc) must be produced ON EXTERNAL Unity projects.We then just create the assetbundles,upload them on the server and generate a download link that we use with unitywebrequests on the client frontend and so on.

    Few core developers do the mobile frontend,many remote "outsourced" game designers do the assets (OUTSIDE THE MAIN PROJECT,too much stuff to be imported into the main project and then build one big fat catalog).

    Since the addressable system is the future,but our project demands the "old way" to do things, we are worried about whats going to happen.

    THE QUESTION:
    Today i can still implement an "old way-unitywebrequestblahblahblah" system, but i'm worried about that not being supported in future versions of Unity,in favour of a only-addressable style to do things.
    Will old Assetbundle APIs be deprecated or made unaccessible under some .dll?
    Can i sleep in peace or i have to worry and find an alternative solution/workaround inside of the addressable system to do the trick?
    And if so, any idea, or suggestion on where to look/ what to study to solve this problem?(maybe there is something in the addressable docs but i couldnt find it).
    Thanks in advance!
     
  2. Favo-Yang

    Favo-Yang

    Joined:
    Apr 4, 2011
    Posts:
    464
    unity_bill likes this.
  3. aurelien-morel-ubiant

    aurelien-morel-ubiant

    Joined:
    Sep 27, 2017
    Posts:
    275
    We already implemented that for our live project and it works like a charm :)
    We have 2 projects that will load dynamically a catalog and all assets generated with a thrid project and upload on an amazon server :)
     
    unity_bill and Favo-Yang like this.
  4. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Not sure I totally understand what you're saying with the "old way". If you are wanting to build for addressables in multiple projects, then load in one, that is possible as @aurelien-morel-ubiant has done. If you are wanting to build bundles without addressables in some projects, but then load them via addressables in another, that is possible, but much harder.

    there are no intentions to make the AssetBundle api's obsolete. we are built on top of them. Some day they probably will be, but definitely not for 2019LTS, probably not in the 2020 timeframe either. Maybe not even for years after that.
     
  5. waldgeist

    waldgeist

    Joined:
    May 6, 2017
    Posts:
    363
    @unity_bill I guess he means with "the old way" to just point a web request to an arbitrary HTTP URL to download a bundle. I am asking myself the same thing. As far as I understand the Addressables system, it requires that all addressables are known at build time. In our case, they are not. We want to deploy them to the server and let the client know which ones to download.
     
  6. DeanX

    DeanX

    Joined:
    Mar 1, 2016
    Posts:
    4
    I'm looking for the same solution. I want to load a asset bundle from a HTTP URL. The bundle
    has a house asset with baked lighting, loading the asset with the light map dependencies works well with Addressables but only if the path is added to the profile at build time.

    I've tried using Addressables.ResourceManager.InternalIdTransformFunc to change the URL at runtime but I'm not sure if I'm doing something wrong here because it can not seem to find the assets with the given key word in the bundle.