Search Unity

  1. Unity 2019.1 beta is now available.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. We're looking for insight from anyone who has experience with game testing to help us better Unity. Take our survey here. If chosen to participate you'll be entered into a sweepstake to win an Amazon gift card.
    Dismiss Notice
  4. On February 28th the Feedback website will shut down and be redirected to the Unity forums. See the full post for more information.
    Dismiss Notice
  5. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  6. Unity 2018.3 is now released.
    Dismiss Notice
  7. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

Use Addressables Load System with Built-In Data

Discussion in 'Addressables' started by TheFudge, Feb 6, 2019.

  1. TheFudge

    TheFudge

    Joined:
    Apr 28, 2014
    Posts:
    6
    For improved development speed, we are trying to put the Adressable system to sleep until we actually need it again.

    I want to avoid building two times (avoid building asset bundles), so I've put all Addressables into Built In Data.
    This works as no asset bundle data is created. But now when I launch the app (android) I get this error on loading our CategoryList, which was an Addressable before:

    Code (CSharp):
    1. </i> Exception encounterd in operation UnityEngine.ResourceManagement.LegacyResourcesProvider+InternalOp`1[CategoryList], result='', status='Failed', valid=True, location=Assets/bReX/Data/CategoryList.asset..
    Is this actually possible? Or is there another way to use a "Virtual Mode" on devices?