How To Use Unity Addressables For Beginners Part 2 (Remote Assets)

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Dilmer Valecillos

Dilmer Valecillos

Күн бұрын

Пікірлер: 91
@dilmerv
@dilmerv 3 жыл бұрын
I had a lot of fun while working with Unity Addressables this past week and as a result I created two new videos which are now part of my new "Unity Addressables Tutorials" playlist located at kzbin.info/www/bejne/Zoa2iYV5bstnf9k Video 1 - How To Use Unity Addressables For Beginners Part 1 (Setup & Loading Assets) Video 2 - How To Use Unity Addressables For Beginners Part 2 (Remote Assets)
@gorilamagro1
@gorilamagro1 3 жыл бұрын
Finally an up-to-date, easy to understand, addressables tutorial. Incredible.
@dilmerv
@dilmerv 3 жыл бұрын
Awesome thanks for your feedback and welcome !
@pratikhirpara3375
@pratikhirpara3375 Жыл бұрын
Very short but makes my understanding very clear, Thanks Saved My Day.
@dilmerv
@dilmerv Жыл бұрын
Glad it helped thank you !
@dhruv9332
@dhruv9332 3 жыл бұрын
Nice video with a better explanation. Awesome Dilmer. You doing a great job.
@dilmerv
@dilmerv 3 жыл бұрын
Thanks for your feedback, I have a few other ones coming to this series very soon :) let me know if you have additional questions.
@dhruv9332
@dhruv9332 3 жыл бұрын
@@dilmerv In the Next video please include some features that how can we show users to downloading progress of assets by % precentage. Like 30% of 100% downloading (Or Loading Assets 1 of 3.. N%). This will help users to see progress of downloading, how many resources are downloaded of how much percentage.
@dilmerv
@dilmerv 3 жыл бұрын
@Dhruv that’s a great idea, there are a lot of ways to do that but I will pick a couple and show you a demo, thanks for your suggestion !
@EvilDogFilmsOfficial
@EvilDogFilmsOfficial 2 жыл бұрын
Such a great tutorial, such an underdocumented feature lol thanks man
@dilmerv
@dilmerv 2 жыл бұрын
That’s great news thank you for your feedback !
@zubairGamX
@zubairGamX Жыл бұрын
Hello Sir Could you please guide me can we use remote addressable as on install download asset and next time the addressable check it downloaded or not if the user first time download addressable then next time load from memory not on the remote path
@thedude8134
@thedude8134 2 жыл бұрын
Good tutorial, but there is one thing: Deleting remote assets from the cloud wont cause the crash. Client uses cached bundle during runtime after loading it from the remote server, so there wont be any change for users during his play session.
@joshgilderdale99
@joshgilderdale99 Жыл бұрын
Hey Dilmer, Updating the file on server doesn't seem to update in build? It just plays the sound track that was initially built. In Unity it updates, as expected with it being local. I'm using Unity's CCD, would appreciate some help here!
@thatomogale9803
@thatomogale9803 3 жыл бұрын
I followed every single instruction, but mine doesn't update, it works at first, but when I update content it doesn't work, in the editor and in the build 😢
@endorphingames2957
@endorphingames2957 2 жыл бұрын
Same here. Content doesn't load from remote , only from local. Set everywhere to remote still the same.
@Whaiitran3106
@Whaiitran3106 3 жыл бұрын
First of all, thanks for your amazing channel! Just a question: you changed the content locally, rebuild the addressable files and upload them to the server, after that, it will keep downloading the new content in every play, or Unity will, let say, update the build with the new models and stop to download it again and again...? If yes, it is the perfect way to update the application remotely, without having to recreate new builds. I am going to try your example with the firebase hosting.
@ozankahveci4250
@ozankahveci4250 Жыл бұрын
Mervellous tuturial Dilmer, thanks a lot
@dilmerv
@dilmerv Жыл бұрын
I am glad you liked it thanks!
@iaderesel
@iaderesel Жыл бұрын
Nice tutorial, thanks! Is there a way to encrypt the assets on the cloud? Some may include copy-righted artwork or even sensitive data.
@ChuteNoBigode
@ChuteNoBigode 2 жыл бұрын
A MA ZING - Congratulations for the work
@dilmerv
@dilmerv Жыл бұрын
Thank you
@ifvictorthen10
@ifvictorthen10 Жыл бұрын
Well explained! But as someone pointed out in the first video. The screen is so big that it make difficult to read for some one with bad eyesight.
@thejdaz
@thejdaz 10 ай бұрын
Thanks Dilmer, I am building a rhythm game in Unity that uses addressable scriptable objects that contain all of the information needed to play a level. I was wondering how you would go about putting a bundle behind a paywall, so that user could purchase access to additional content? Do you have a video where you address this already?
@RobertGercia
@RobertGercia 2 жыл бұрын
Awesome Tut!! Thanks for creating this vid.
@dilmerv
@dilmerv 2 жыл бұрын
You are very welcome Hazwan much appreciated ❤️🙏
@siddharthtrivedi3322
@siddharthtrivedi3322 3 жыл бұрын
Thank you, sir, for making this series videos:) One question, from the webserver all assets will be downloaded only one time, or will be always downloaded when we start the game? Because in the video, I have seen when you run the game the first time after changing the content on the server, it was taking some time but after that, it was a quick to run.
@spider853
@spider853 2 жыл бұрын
I think that's why it has a json file to check the version and make sure it's up to date before downloading anything, also you can notice it keeps the previous packs which I think it's iterative updates in case a client might not have V2 and will not make his game crash with less files in V3, something like a subversion I guess
@sharathsunny4557
@sharathsunny4557 2 жыл бұрын
Hello dilmer, i have added content to remote server and when data was not updated things were fine, but after updating data and pushing the files to server i am getting the old files again spawnned, new changes were not visible. any help?
@sharathsunny4557
@sharathsunny4557 2 жыл бұрын
@@tvh7816 after that scenario I tried with different versions of files uploaded to server that helped me but I am not sure that is the best way
@blaszmogames
@blaszmogames Жыл бұрын
google storage has caching default enabled. You should try changing Caching to smaller time or else you will get the updated bundles after 24 hrs
@DigitalSummit
@DigitalSummit Жыл бұрын
I'm having an on my Quest app with addressable . My scene slows down when it is set as an addressable, and runs smoothly when loaded locally. I used Occlusion culling to get this fat scene to work smoothly at 90 FPS. Occlusion culling seems not working on Android addressable scenes could explain my problem.
@nicolasportu
@nicolasportu 2 жыл бұрын
Outstanding! Hey what about gltf addressables? Would be perfect in build size, response and quality:)
@EnderElohim
@EnderElohim Жыл бұрын
10:10 if you using string to LoadAssetAsync can you just put asset to server without building? I wanna make an app that get string from user to search asset with than i wanna be able to put more assets to server so new strings can use them
@JafferLazulite
@JafferLazulite 6 ай бұрын
I didn't understand a major part of it, you did the addressable configuration right, but where are you making the changes in script? looks like you are referencing to the previous video script and that script has nothing to do with loading data from remote server.
@keidaron
@keidaron Жыл бұрын
Is it possible to use this method to load Data from local disk ? I was searching for a method how to load different textures and meshes INTO my game from outside
@moosegoose1282
@moosegoose1282 3 жыл бұрын
Hi bro, is the animation part of the pre-fab and you uploaded it with the prefab?
@islammagdy5191
@islammagdy5191 2 жыл бұрын
first. thank you for that awesome tutorial.. but I have a problem: It worked just fine on my prefab as a test, but then I tried to make a change and upload it again. it didn't work again at all. I tried everything even started all steps from the beginning and no luck... if I used digitalocean to upload my files, unity console said ( UnityWebRequest result : ConnectionError : Cannot resolve destination host . ) and if I used unity dashboard, unity console said ( ResponseCode : 404, Method : GET ) what does that mean???
@danieltimms3181
@danieltimms3181 2 жыл бұрын
Thanks for the tutorial, love your work so far! I seem to be having an issue on my end; I am using Google Cloud to host, and everything seems to have build ok and is pointing to the right location. But in play mode and in build there is an issue relating to the JSON file being unable to parse. Did you have this issue or do you have any idea how to fix it please? Thanks!
@nicolasportu
@nicolasportu 2 жыл бұрын
Hey! My build size is the same? Is that right? Can we load an asset entirely from server? Thanks!
@lecoq_de_lombre
@lecoq_de_lombre Жыл бұрын
7:21 Hi, do you happen to understand why my assets cannot be loaded when I run my deployed app on HoloLens 2? It works perfectly on Unity's simulator though. I'm using Unity 2021.3LTS, MRTK3, Addressables 1.19.19(Newest I can get for the Unity version) by the way. Looking forward to your reply soon! Cheers! Apropos of nothing, do you also happen to know why my left eye screen is all white and blank (not rendering?) when I run my app on Hololens? Is it because I used Emission for some materials? Would you be able to help resolve this please? I googled a lot and no luck so you are my only hope. Thank you!
@RaonCreate
@RaonCreate Жыл бұрын
With windows as a build Target it works perfectly but when I try it with WebGL i get a lot of errors in the browser and the Addressable doesn't Load. Any suggestions?
@kayumiy
@kayumiy 2 жыл бұрын
Do I need to have internet connection every time I play this game? What about download all files from cloud to local drive in the first time and Play a game without internet connection. Do you think it would be possible to make this solution?
@VinAvs
@VinAvs 3 жыл бұрын
Great Series, Dilmer ! A question - When you moved your "Standalone" folder to cloud, How does the build knows that this is the url/server from where it has to fetch addressables ? What if you moved to a different hosting ? How would your project know to look into different place this time ?
@dilmerv
@dilmerv 3 жыл бұрын
In the addressables profiles you can specify a URL, normally things like that get managed by DNS, for instance today you point to webServerA which has a DNS entry of YourGame[dot]com > webServerA then tomorrow you change your DNS entry to point to webServerB, but your game still points to YourGame[dot]com Let me know if you have further questions.
@blitzkreig4887
@blitzkreig4887 Жыл бұрын
Is it possible to stream the assets and store it locally for the future ? Or, do we have to stream them again, next time we access the level. Streaming of assets can become expensive in games where player tend to revisit levels E.g. Point and Click Adventure Games
@jcfractal
@jcfractal 2 жыл бұрын
Dilmer great tutorial! One question, I put an fbx into my group and im loading it remotely from digital Ocean, but when I checked the build size of the .apk its not smaller, its still the same megabytes as before? it should be smaller right? that's the whole point..why do you think its not smaller, am I doing something wrong? Thank you, JC
@spider853
@spider853 2 жыл бұрын
maybe you reference the asset somewhere in your project? As Unity adds everything in Asset Folder in the build if there are no special exception (which I think Addressable might add unless there are some other references in scene)
@endorphingames2957
@endorphingames2957 2 жыл бұрын
This might seem silly but my assets from remote did not load, only local was getting loaded. I had an extra slash in the remote load path - it was [BuildTarget]/. Removing the slash at the end fixed it.
@dilmerv
@dilmerv 2 жыл бұрын
Amazing I am glad that worked for you and thanks for letting the community know !
@noorsalama8911
@noorsalama8911 2 жыл бұрын
thanks for the tutorial ,, you mentioned that we can use Azure as our storage but how can I ? will I need to install an azure SDK or sth in my unity ? because I have done all the steps but the items wont load and I get an error "items out of bound " (I built my addressables and placed all my three files into my azure sotrage container ,I inserted the link to the remote load path) so if you can show us how would work with azure will be appreciated plzzz ... thanks in advance !
@r1pfake521
@r1pfake521 2 жыл бұрын
Does anyone else get the warning "Cannot set deprecated build target 'OSXIntel'" after pressing the "Default Build Script"? The bundle seems to work fine, but a warning is still annoying. Im using the default Windows build settings, how can the default build settings be deprecated?
@nipundavid426
@nipundavid426 3 жыл бұрын
Hey, great video...one question...what if some other project needs this addressable to load..I saw that you gave the ref of the objects in loader...how to load the stuff without ref?
@RenegadeVile
@RenegadeVile Жыл бұрын
Addressables have a unique path, you can use that, or the group name it is in, to load those assets. If they're already loaded, then the call will essentially instantly resolve and you will get the asset. You will have to rely on some good coding practices to avoid magic strings all throughout your code, though...
@xaldioDev
@xaldioDev 2 жыл бұрын
Great tutorial
@dilmerv
@dilmerv 2 жыл бұрын
Thank you for your feedback !
@XRDeveloper-01
@XRDeveloper-01 3 жыл бұрын
By the way love your content
@dilmerv
@dilmerv 3 жыл бұрын
Thank you !
@yg-lk3sk
@yg-lk3sk 3 жыл бұрын
hello, thank u for this great tutorial. is there a way to test addressables without paying for cloud service ? is there some free way to test it ?
@ZacharyAghaizu
@ZacharyAghaizu 3 жыл бұрын
Unity has a Cloud Service which allows you to use free for under 50gb
@saipawan2747
@saipawan2747 2 жыл бұрын
How do we use firebase storage with this.. Im struggling on what remoteloadpath am i suppoused to put in the addressable settings... Can anyone help me
@aaronperron
@aaronperron 2 жыл бұрын
Good content man! Thanks for your hard work and dedication
@dilmerv
@dilmerv 2 жыл бұрын
Aaron thank you for your time and feedback 🙏
@pawanagnihothri338
@pawanagnihothri338 2 жыл бұрын
Great job
@dilmerv
@dilmerv 2 жыл бұрын
Thanks a lot !
@zultyra2833
@zultyra2833 Жыл бұрын
Can i put the bundle file on google drive instead google cloud ?
@dilmerv
@dilmerv Жыл бұрын
Great question but Google drive is not a scalable solution. I recommend using Google cloud or other hosting solution which allows you to have redundancy, scalability, and security.
@zultyra2833
@zultyra2833 Жыл бұрын
@@dilmerv Sir do you have tutorial to create AAB file how to config Direct install , Fast Follow & On Demand. How to set also local & remote its same ?
@bahaboyraz
@bahaboyraz Жыл бұрын
Hi ! Im using google cloud service and my project is webgl project. I follow the video step by step, there is no error(maybe i cant track the errors dont know xd)but when i change things and re upload the changed files to cloud, nothing change on the webgl build, i dont know what im missing but if you help me via dc or smt. i would be very appreacited, sorry for bad english btw
@blaszmogames
@blaszmogames Жыл бұрын
google storage has caching default enabled. You should try changing Caching to smaller time or else you will get the updated bundles after 24 hrs
@bahaboyraz
@bahaboyraz Жыл бұрын
@@blaszmogames error was not this, i figured out the problem when i look the console, there was a bunch of cors enabled errors, i configure the google clouds cors settings then problem gone
@minhkhuephantran9007
@minhkhuephantran9007 3 жыл бұрын
Hi, could you test with webgl platform?
@dilmerv
@dilmerv 3 жыл бұрын
Take a look at this forum post where most likely you are getting a CORS error forum.unity.com/threads/addressables-remote-build-for-webgl.833695/
@nicolasportu
@nicolasportu 2 жыл бұрын
@@dilmerv Really confusing, they are arguing about everything jajaja One last video on your addressables series would be life saver.
@nicolasportu
@nicolasportu 2 жыл бұрын
[SOLVED] the answer is Cors, cors. cors... I uploaded my build to the same Aws Bucket in my case, so: the bundle and the Build are in the same place. No f....g cors :)
@umitcelik163
@umitcelik163 Жыл бұрын
@@nicolasportu Hello sir, i also use aws bucket for bundles and my platform is webGL, it' s working good but, I can't update my content with just updating bundles, ı also need to build my project to update my project. Could you manage update on webgl just using updating bundles ?
@nicolasportu
@nicolasportu Жыл бұрын
@@umitcelik163 Hi! Now I am working with GltfFast remote url from S3 Bucket. Life saver for me, all the 3D Glb models are there. The only downside is that the first load takes 1 or 2 seconds.
@ibrahimAlbayrak0
@ibrahimAlbayrak0 Жыл бұрын
I did what I did. The data in the cloud changes in the first update, but they do not change in the second update. Does anyone know why?
@dilmerv
@dilmerv Жыл бұрын
What did you change in your second update ?
@ibrahimAlbayrak0
@ibrahimAlbayrak0 Жыл бұрын
​@@dilmerv Let's say I have an object called test, for example, I put another object in it. actually i found a solution, when i upload it to the server manually, there is no problem, but when i send it with build to ccd, there is a problem. Do you have a solution for this?
@pavanteja2219
@pavanteja2219 Жыл бұрын
Can I skip 1st video ? , I only need cloud setup
@XRDeveloper-01
@XRDeveloper-01 3 жыл бұрын
We can load from Google drive too right ??
@dilmerv
@dilmerv 3 жыл бұрын
I am not 100% sure to be honest, but it seems like it could work ;)
@dilmerv
@dilmerv 3 жыл бұрын
Try it and let me know if it works as I would be curious about it.
@mqa7001
@mqa7001 3 жыл бұрын
I think Google cloud is using your Google drive storage
@spider853
@spider853 2 жыл бұрын
It should probably work with anything that has a raw access to data. Doesn't gdrive gives a special interface instead a directory listing (ftp like) ?
@RenegadeVile
@RenegadeVile Жыл бұрын
Pretty sure anything with an API that gives you access to files and data that the Addressable system can deserialize into assets should work. Sometimes it might require some custom logic, but in theory, yes.
@ananths1122
@ananths1122 3 жыл бұрын
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