Questions
Bases:
When I should use Addressables?
What is the pipeline for Addressables?
What type of assets support the addressables system?
What types of hosting can I use?
How To?
How to include the addresables bundles into the app build?
How to configure the addressables in Unity?
How to make a Content Build from Unity?
How to make a Content Build from build machines? (advanced)
How to download the bundles from Unity?
How to clear the addressables cache?
How to display Logs about the downloaded bundles?
How to test Addressables in an Unity Editor Host?
Glossary:
Asset Bundles
Coroutines
Asynchronous functions
Threads
Package
Unity Package Manager
Address
Bundles
Asset Groups
Profiles
Addressables Settings
AssetReference class
Asynchronous Loading
Build Script
Label
Tutorials
Unity Developer Day 2018 - Improving Development Flow with Addressables
Dilmer Valecillos - How To Use Unity Addressables For Beginners Part 1 (Setup & Loading Assets)
Dilmer Valecillos - How To Use Unity Addressables For Beginners Part 2 (Remote Assets)
Dilmer Valecillos - How To Use Unity Addressables For Beginners Part 3 (Loader Indicator)
Dilmer Valecillos - How To Use Unity Addressables For Beginners Part 4 (Scene Loading)
Tips
Supported Assets: You can add traditional assets like
Mechanins (.controller)
Animation clips (.anim)
Scenes (.scene)
Fonts (.ttf / )
Sprites (.tga / .pgn / .jpg)
Textures (.pgn / .jpg)
Shaders (.shader)
Materials
Prefabs (.prefab)
NestedPrefab (.prefab)
Texto (.txt)
Images (.spriteatlas)
3D Models (.fbx)
scriptableObject (.asset)
Processes
Setup System:
Setup Assets Groups (Setup Package, Groups, Labels, Settings, others)
Generate First Build Content
Setup Hosting (Unity Cloud Content Delivery, Custom Hosting, Google Drive, other)
Setup Host Client (Host Client Tool)
Runtime:
Handle the first download (Code)
Handle the Updates (Code)
Handle assets in game (Code)
Handle assets references (Data)
Setup Assets Update (Update Build Content, Replace and No Add New Bundles)
Setup Addressable System
Design and Create Groups
Local
Remote Initial
Remote
Configure Groups ()
Setup Addressables
Mark Assets as Addressables (Hint: You can add folders)
Addressable Name
Labels
Create Labels
Runtime
Donwload
Check version control "Assets/AddressableAssetsData"
Load by Address
Load by Label
Load by Group
Build Content
Paths
App: StreamingAssets/...
Editor: Library/com.unity.addressables/StreamingAssetsCopy/aa/...
Build Addressables with: Build/Update a Previous Build
Services
Cloud Services:
Cloud Content Network (CDN)
Unity - Cloud Content Delivery (CDD)
Unity - Remote Configs
Google - Spreadsheet Remote Configs
Packages:
Handle the first download (Code)
Handle the Updates (Code)
Handle assets in game (Code)
Handle assets references (Data)
Setup Assets Update (Update Build Content)