How to use Unity's Addressable Asset system for speed and performance - Unite LA

  Рет қаралды 52,818

Unity

Unity

Күн бұрын

Пікірлер: 32
@andywatts
@andywatts 5 жыл бұрын
I'm digging the serializable assets and addressables architecture. This "small head, big screen" video format is the way to go too.
@kira7683
@kira7683 5 жыл бұрын
Now I'm even more confused, great!
@shirosurfer8864
@shirosurfer8864 4 жыл бұрын
Very good no automatic hidden magic I like that
@b.v.6032
@b.v.6032 4 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.
@Domarius64
@Domarius64 4 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.
@EliCDavis
@EliCDavis 4 жыл бұрын
Complex real-time asynchronous binary patches are complex.
@alpercaner2923
@alpercaner2923 4 жыл бұрын
does this work with the scenes or only prefabs?
@quentinturner9383
@quentinturner9383 4 жыл бұрын
Can Kara both
@daniel_keen
@daniel_keen 3 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?
@KevinUchihaOG
@KevinUchihaOG 4 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.
@caochao
@caochao 4 жыл бұрын
what's going on when you click build -> clean button in addressable group window?
@anonanon3066
@anonanon3066 4 жыл бұрын
Just love spending hours integrating Addressables into my project, just to find that it doesn't load anything in build :)
@null4974
@null4974 4 жыл бұрын
Lol I know what you feel. Having the same problem... My lil' testing rotating cube does never appear on builds ╰(‵□′)╯
@anonanon3066
@anonanon3066 4 жыл бұрын
@@null4974 solved it. build your player content before building the project.
@Domarius64
@Domarius64 4 жыл бұрын
Also there are almost no replies from the devs on the Addressables forum.
@traktorboris
@traktorboris 5 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?
@wingwingc000
@wingwingc000 5 жыл бұрын
I faced the same problem, did you fix that?
@fidel_soto
@fidel_soto 5 жыл бұрын
I think the folder where it gets generated is called something similar to AddressableAssets in the project folder
@jasior0000
@jasior0000 5 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.
@babababa201
@babababa201 5 жыл бұрын
@Jan Did you ever manage to resolve this issue?
@kristijonasgrigorovicius4923
@kristijonasgrigorovicius4923 5 жыл бұрын
why YCbCr ?
@nickdavis6677
@nickdavis6677 5 жыл бұрын
Anyone Got this working on WebGL?
@222ableVelo
@222ableVelo 5 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?
@TYNEPUNK
@TYNEPUNK 5 жыл бұрын
yes what a confusing mess it has become.
@Kaldrin
@Kaldrin 3 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
@eudestenorio9638
@eudestenorio9638 3 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.
@kx5449
@kx5449 5 жыл бұрын
very complicated
@ismailyou
@ismailyou 5 жыл бұрын
You are very confused.
@dclxviclan
@dclxviclan 2 жыл бұрын
T$k$
@tatoforever
@tatoforever 3 жыл бұрын
This should all be built-in by default. Otherwise whats the point of using a "game engine"?
@hvroblox
@hvroblox 3 жыл бұрын
terrible thinking
UIElements, a new UI system for the editor - Unite LA
42:43
Who's spending her birthday with Harley Quinn on halloween?#Harley Quinn #joker
01:00
Harley Quinn with the Joker
Рет қаралды 17 МЛН
У вас там какие таланты ?😂
00:19
Карина Хафизова
Рет қаралды 20 МЛН
Trick-or-Treating in a Rush. Part 2
00:37
Daniel LaBelle
Рет қаралды 35 МЛН
Getting started with Addressables | Unite Now 2020
56:12
Unite 2016 - Practical WebGL Advice from the Field
28:12
How Unity3D Addressables make assetbundles easy and your project faster
29:08
Jason Weimann (GameDev)
Рет қаралды 157 М.
Unite Berlin 2018 - Unity's Evolving Best Practices
46:48
Living off Microsoft Copilot
42:06
Black Hat
Рет қаралды 29 М.
How To Use Unity ADDRESSABLES With CLOUD
15:25
Freedom Coding
Рет қаралды 4,2 М.