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Where is Addressable Cache ?

Discussion in 'Addressables' started by tomysnet, Apr 15, 2020.

  1. tomysnet

    tomysnet

    Joined:
    Sep 15, 2018
    Posts:
    2
    Where is Addressable Cache ?

    i want confilm "Addressables.GetDownloadSizeAsync".
    1st result, print text [required size].
    2nd result, print text 0 byte.

    this result is expected.
    but, i want retry 1st.

    i think, this reason is addressable cache.
    plz, how to clear cache. and that's space.

    -------------------------------------------------------
    i tried
    Unity 2019.1.8f1
    addressable 1.7.5
    UnityEditor and Android.

    i tryed "Caching.ClearCache"
    but, does not go well.

    thx.
     
  2. jister

    jister

    Joined:
    Oct 9, 2009
    Posts:
    1,749
    Won't Addressables.Release() do this?
     
  3. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    350
    No, this only decreases ref count for an asset. When it hits 0 the asset may be released from memory at a later time (see docs). Bundle caching has nothing to do with this.
     
    jister likes this.
  4. tomysnet

    tomysnet

    Joined:
    Sep 15, 2018
    Posts:
    2
    i found answer !!
    cache in "Caching.currentCacheForWriting.path".

    but, i tried it. and show "0 byte".

    and more. i found answer.
    it's reason. Group Settings.
    i call "Addressables.GetDownloadSizeAsync("Character");"
    "Character" is label.
    but, Group Settings > Bundle Mode "PackTogether".

    correct. "PackTogether By Label".
    result, show "2444964"

    i order for development team.
    plz. consider printing an error.
     
    Last edited: Apr 16, 2020