Packaging content with Addressable Assets | Open Projects Devlog

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Unity

Unity

Күн бұрын

Пікірлер: 55
@CodeMonkeyUnity
@CodeMonkeyUnity 3 жыл бұрын
I've long wanted to research how to use Addressables without any server-online connection, this will be a great example to study!
@farhanhakim2189
@farhanhakim2189 3 жыл бұрын
Wow code monkey is here 😂
@kanbarudesu5558
@kanbarudesu5558 3 жыл бұрын
*cough* new *cough* content *cough* 🙊🙉
@phoder1
@phoder1 3 жыл бұрын
I'll prefer to watch your video on the topic! :) (no offense unity)
@N0biKn0bi
@N0biKn0bi 3 жыл бұрын
Let me warn you. We are using Addressables for 10 Months now. And we never had so much headache ever before, there are so many issues and limitations, let me name a few: - You can't load Addressables by their Group Name - Switching local groups content causes live builds to break - Asset Bundle names are randomly renamed, causing live builds to break again - Using VCS (deleting library folder) causes Addressables to generate completely different assets on every update, meaning every live player would go and download every DLC on every update again I can't tell you enough how much I tried and cried. And it's not over yet. We just aquired the 25k$ Unity Pro support to even get this under control somehow. If you use it the basic way, one app, no updates and fresh local builds every time - no problem. But in a real world scenario. Boy, if we could go back, we would. I really hope the system improves, some solid Asset Management like this is mandatory for every engine.
@MichaelGGarry
@MichaelGGarry 3 жыл бұрын
@@N0biKn0bi When you say "go back", what do you mean? What serious alternatives are there to Addressables? Or do you just mean Asset Bundles by themselves? I find asset handing in Unity to be its single biggest weakness. We don't all care about cloud storage etc Unity, we just want to be able to load and unload data simply locally - that works across platforms!
@Sinbad83
@Sinbad83 3 жыл бұрын
Hi guys, it is nice to see Addressables being used on Chop Chop. Most of us that have been trying an alternative for the almost deprecated Asset Bundle wanted to see Addressables getting more attention from the Unity dev team. Both in matters of functionality, usability and documentation. It seems the same since 1.16 released on 2019
@ellikoliniati
@ellikoliniati 3 жыл бұрын
What a great intro and way to deliver such a devlog! Kudos for the explanation, but also well done for the direction and overall effort to make this video! We got your back, Hamlet.
@hernandonj
@hernandonj 8 ай бұрын
Awesome video! I love the part in which the presenter says "Let's talk about the problem we're trying to solve", absolutely brilliant!
@RodEllison1
@RodEllison1 3 жыл бұрын
Great video!, watched this a few times, and particularly thankful about (Solving asset duplication) - as I love to use SO Game Events.. lost an hour trying to figure out why Events weren't sending/receiving correctly across addressable scenes.. Popping them all into their own addressable group solved the problem!
@Ptiteigne
@Ptiteigne 2 жыл бұрын
Hey, is it enough to just put the SO in its own addressable group ? Or do you also have to replace by AssetReferences all the direct references to the SO ? Thanks :)
@charalamboskyriakou840
@charalamboskyriakou840 3 жыл бұрын
Oh that asset duplication problem haunted me for days until I found what was the issue! Wish I had watched this video sooner haha!
@MegaSeraphimon
@MegaSeraphimon 2 жыл бұрын
Hopefully I will get to the point where I understand what you are talking about so I can use this because I sounds like something I might need
@__dane__
@__dane__ 3 жыл бұрын
Great devlog
@anthonyuccello1458
@anthonyuccello1458 3 жыл бұрын
I will definitely use this when I get the optimizing phase for my game. Thank you.
@sskenth
@sskenth 3 жыл бұрын
Absolutely brilliant video. I've been trying to understand how events and scriptable objects would be affected by asset bundles and this explained it perfectly. Also the "Pack separately" option is a gem I'd missed! I'm guessing that means we can also download different scenes from the same bundle at separate times throughout the users' journey rather than all at once at the first request. Please keep up the great content! I'd love to see something on removing downloaded asset bundles to save save space on a users device.
@TNTCProject
@TNTCProject 3 жыл бұрын
Awesome and very useful!
@awesomedata8973
@awesomedata8973 3 жыл бұрын
This is a great explanation of addressables. We need more videos like this. :)
@Kolyasisan
@Kolyasisan 3 жыл бұрын
Addressables is a really neat system indeed, so far it's been quite useful and reliable in production as a complete alternative to SceneManager and Resources, just as a way to manage your bundles in a better way. It also immensely helps out with patch sizes, since bundles can be compressed individually and not in a single file when using the default scenes. Asset dupes are a bit of a problem though really... We've had to write a special tool to resolve most of the implicit assets into their own bundles, but you can't export everything this way, and it's clunky to boot... Still a good system, something that I unironically consider to be brilliant amongst some other dubious stuff UT put out, so kudos to the team!
@Kolyasisan
@Kolyasisan 3 жыл бұрын
@@CiroContinisioUnity oh yeah, certainly did. However, we needed more granularity for our assets to help out with patching. Our tool can split assets by folders, asset types and other rules. Sadly, the Analyze rule does not offer such a feature.
@Kolyasisan
@Kolyasisan 3 жыл бұрын
@@CiroContinisioUnity that's actually what we did at first, though about a year ago some APIs were not exposed in the package, so we decides to write the tool ourselves from scratch. We stick to it now for historical reasons.
@cgimadesimple
@cgimadesimple Жыл бұрын
Thanks for this tutorial!
@Ptiteigne
@Ptiteigne 2 жыл бұрын
5:03 it is enough to "just" declare the logic SO as addressable and put it in a separate group ? Or is it necessary to replace the direct references (from the Beach and Forest assets) to the logic SO by AssetReferences ?
@pennaverdeful
@pennaverdeful 2 жыл бұрын
Can you make more video about addressables? That's super interesting!
@lista_devideos_cursoscompl1338
@lista_devideos_cursoscompl1338 3 жыл бұрын
Nive vid , amazing as always
@darknytgaming6316
@darknytgaming6316 3 жыл бұрын
Good info
@michaelong348
@michaelong348 3 жыл бұрын
Thanks for posting after my comment
@Gildur01
@Gildur01 3 жыл бұрын
Great Video! You mentioned that the Initialization scene is required and needs to load first for setting up managers. Does that mean when working on the Beach level, it's not possible to just hit "play" and start the game? When editing and testing the level, does the user always have to start from the Initialization scene? I hope not because that would slow testing down.
@ibrahimemreerkek7564
@ibrahimemreerkek7564 2 жыл бұрын
The type or namespace name 'AddressableAssets' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?) I have this problem. How can ı fix it?
@kidstakeoutdoors9068
@kidstakeoutdoors9068 3 жыл бұрын
Can this work with photon server pun2 scene load ?
@Ethanol3310
@Ethanol3310 3 жыл бұрын
Puberty doesn't hit this guy, he hits puberty
@CJ-mr8dn
@CJ-mr8dn 3 жыл бұрын
Make a version of unity for potato pc
@VaupellGaming
@VaupellGaming 3 жыл бұрын
Finally.. it's been years asking for info on the asset packs...
@davidhernandeze
@davidhernandeze 3 жыл бұрын
I was so exited about addresables until I learned I can't ship code on those
@azimkhan4805
@azimkhan4805 3 жыл бұрын
pls when is the next stream schedule any one please
@randyriverolarevalo2263
@randyriverolarevalo2263 3 жыл бұрын
hi, had you guy solve the problem of FlotingOrigin???? That is a real head bracker
@Ggd07
@Ggd07 3 жыл бұрын
AHHAHAHAHHA! Solving a problem? The Unity team? Hahahah! lol. Nice one!
@xbwilk
@xbwilk 3 жыл бұрын
github link doesn't work.
@Esimaxchannel
@Esimaxchannel Жыл бұрын
Can some one address the addressable assets, Pleeeeas
@redheadgektor
@redheadgektor 3 жыл бұрын
Everything is so complicated that it makes no sense to use this asset... It is better in the old-fashioned way to load the bundle I need and the dependencies for it, load the prefab from it and unload the bundles... While I was dealing with this asset, I almost broke my eyes, there is nothing really in the documentation, at least I hardly understand what is used and for what...
@syedeahsanurrahman1670
@syedeahsanurrahman1670 9 ай бұрын
True they made everything so hard
@akeemgaming9970
@akeemgaming9970 3 жыл бұрын
When is untiy coming to android
@LearnWithArjun
@LearnWithArjun 3 жыл бұрын
My name is Arjun i am from India and my game is running at 1 frame per second i tried fixing it but nothing is working can you please help me?
@tarzangamingent.2363
@tarzangamingent.2363 3 жыл бұрын
Early squad .
@Ggd07
@Ggd07 3 жыл бұрын
Aaand its deprecated!
@CJ-mr8dn
@CJ-mr8dn 3 жыл бұрын
Make unity using unity
@codeagm0812
@codeagm0812 3 жыл бұрын
.
@Leoranium
@Leoranium 3 жыл бұрын
watch dogs mobil pliz
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