I'm digging the serializable assets and addressables architecture. This "small head, big screen" video format is the way to go too.
@kira76835 жыл бұрын
Now I'm even more confused, great!
@shirosurfer88644 жыл бұрын
Very good no automatic hidden magic I like that
@b.v.60324 жыл бұрын
Suggestion for the speaker: When presenting an entire system, focus the bulk of your talk on an overview of the system and how it works. Don't delve right into the low-level details (like profiles and schemas). You lose your audience by getting into the weeds so fast.
@Domarius644 жыл бұрын
It needs a fire and forget layer for everyone who doesn't want the complex requirements of a AAA game in their indie retro game. Wouldn't mind so much if this wasn't being touted as the way forward.
@EliCDavis4 жыл бұрын
Complex real-time asynchronous binary patches are complex.
@alpercaner29234 жыл бұрын
does this work with the scenes or only prefabs?
@quentinturner93834 жыл бұрын
Can Kara both
@daniel_keen3 жыл бұрын
Is there ANY way I can load an asset using addressables in offline? (Considering this is not the first time I am launching the game and all of the assets have already been downloaded previously). I am using custom written Asset Bundle Providers.@Unity?
@KevinUchihaOG4 жыл бұрын
Is there a way to get the other labels from a resourcelocation or assetreference? Let's say i have the labels: unit, enemy and ally, and i have a assetreference set with the labels (unit, enemy) and another (unit, ally). Then i load all assets with the label "unit" can i then get the information of the other label so i can sort the assets. So that i might have two lists one for enemies and another for allies and after loading all units i automatically sort them into the correct list by label. Another question, can i get an assetreference without linking it in the inspector? I would like to get a list of all assetreferences with a specified label/labels and put them in a List. I do not want to manually link all my assets in the inspector.
@caochao4 жыл бұрын
what's going on when you click build -> clean button in addressable group window?
@anonanon30664 жыл бұрын
Just love spending hours integrating Addressables into my project, just to find that it doesn't load anything in build :)
@null49744 жыл бұрын
Lol I know what you feel. Having the same problem... My lil' testing rotating cube does never appear on builds ╰(‵□′)╯
@anonanon30664 жыл бұрын
@@null4974 solved it. build your player content before building the project.
@Domarius644 жыл бұрын
Also there are almost no replies from the devs on the Addressables forum.
@traktorboris5 жыл бұрын
When I build for Android/iOS, there is no location where this .bin file is and I cannot use the "Prepare for upload" dialog to select any folder. Is it because of mobile, or am I doing something wrong?
@wingwingc0005 жыл бұрын
I faced the same problem, did you fix that?
@fidel_soto5 жыл бұрын
I think the folder where it gets generated is called something similar to AddressableAssets in the project folder
@jasior00005 жыл бұрын
I am having the same issue. There is a bin file in the AddressableAssetsData folder, however that one is local to the current editor session (it's the one they compare with afaik). What we are missing is the bin file that describes the groups for a specific build.
@babababa2015 жыл бұрын
@Jan Did you ever manage to resolve this issue?
@kristijonasgrigorovicius49235 жыл бұрын
why YCbCr ?
@nickdavis66775 жыл бұрын
Anyone Got this working on WebGL?
@222ableVelo5 жыл бұрын
Good grief. This is why people use game engines, so they don't have to do all of this stuff manually. We're still restricted to under 4GB file size because Unity really is NOT 64 bit yet/still. Why do you think other game engines don't make it this complicated?
@TYNEPUNK5 жыл бұрын
yes what a confusing mess it has become.
@Kaldrin3 жыл бұрын
I don't quite understand why it's useful I mean we have serialized fields to drag'n drop references to assets, it's much simplier, why using this ? Also I really don't understand much of what eh's explaining sadly, this is for more expert devs I guess, and i'm really not a newbie to Unity
@eudestenorio96383 жыл бұрын
Maybe I'm wrong, however: when we put assets in serialized fields (drag-and-drop), they are somehow preloaded in memory. This for mobile games is definitely a scalability challenge.
@kx54495 жыл бұрын
very complicated
@ismailyou5 жыл бұрын
You are very confused.
@dclxviclan2 жыл бұрын
T$k$
@tatoforever3 жыл бұрын
This should all be built-in by default. Otherwise whats the point of using a "game engine"?