Great video brother, Your video is one of the most detailed and practically implemented video about unity addressable mechanism I have ever seen in TH-cam. Keep up the good work brother.
I tried to watch Unity's absurd videos and only ended up more confused, while you explained all the basics clearly, in a concise way and even provided an example. Thank you so much
You are Life Saver Brother. I'm stuck on this stupid issue in unity CCD for 3 days now and unity tuts are so lazyily made and didn't help at all. Rather they wasted more time and I had to search online for 3 days. But you litterly saved me man!!! Thanks soooo much!!
thanks a lot dude, your tutorial is the most easy to understand than the other. next please continue on how to make one addressable work in multiple platform.
it's already done by Unity, you see the squared brackets in the load path which says [buildTarget] or something, that's how Unity figures out which platform
Amazing brother, really good tutorial and you focused on actual requirements that is a plus point. Because I watched all Unite videos published on Addressable but I don't found easy examples that I can understand :)
I tried patching a script using this method, and I don't think it's working. Basically, I copied all your steps and it worked. I then added a simple movement script with hard-coded speed values in the code. Re-building the entire thing and uploading to amazon s3, works. I then changed the speed in the code, then uploaded the update to player content, and its the same old speed. To confirm it pulled the changes, I changed material color and it updated from red to blue as expected. What do you recommend? Am I approaching this in the wrong way?
This is an amazing tutorial! Straight to the point and easier to understand than most found out there. I want to put the files in my server, but I'm using mac. I couldn't find what is the BUILT file to upload to the server. I know you're on windows, but do you have this info to help?
@@MrPhysics1024 I changed the remotebuildpath and thought it should be on my server. Later I rolled back and found the ServerData outside the assets folder. I'll test it soon. Thank you very much for your attention!!
"3:51" Starts explaining how to load the addressables from remote "5:54" Put the settings for the google bucket "11:13" He modifies the ExampleAsset prefab from a cube to a sphere without the need of building the game again
Roses are red, Violets are blue, There's always an asian, That can explain complicated thing in 10 minutes much better than big tech companie in 20+ hours
I tried with gdrive and drop box but the problem I faced was that I couldn't get the direct link to my folder as both of them always share a link to their download page not of the actual item.
I liked the video really and easy to understand , great job just i have a question please. I want to get for example files (pictures, videos ) from my Azure storage blob to my app in unity . is this way working with it ? for example if in my projekt click on button image i want that the image appear on my unity which it was called from my storage blob
@@MrPhysics1024 Hello :) just one question please ,,,, i want to load a text from azure to unity.... in your Example you used a Cube ,,, i want that my text appear in a Panel or Slate.... have you idea how ? or should i make JSON file ? and Thank you so much in advance
@@nabilhamouda1472 Yes there is text assets in Unity. Or an easy way you can made a gameobject with a field storing your text which could also be loaded, for small scale project this doesn't affect efficiency
@@MrPhysics1024 how friendly you are really thank you so much ,, i ll try it and let you know if i got some trouble ,,,if i ll not bother you of course
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?
After searching for days... this tutorial is the fastest and clearer way to really understand how to use Addressables. Fantastic job !!! Thanks very much !!! And while we're at it, do you know how to use the PercentComplete attribute of the AsyncOperationHandle struct ? I'm trying to use it to show a loading bar but it never goes over 1% even when the Assset has been compleately loaded ...i've googled a little and it seems a bug of the current version (1.6.2). Thanks again !!!!!
great tutorial. Question tho, is it required to always connect to internet? I would expect from a content update to download once if there are any differences, otherwise load locally, from already downloaded content
@@MrPhysics1024 Hi. Is it possible to upload each and everything from cloud? Scene's, UI, buttons content etc etc. Because Google play Store app upload and live takes 2 week's.
So, for addresable assets I don't need to "Erase" them from the proyect if I want to reduce my project size, right? the addressable assets does not going to be included in the main build, but downloaded from the cloud?
I did everything. But The update doesnt work for me. The extra bundle appears and put it to google cloud but not changed to cube to sphere. Google cloud is public. changed the paths in Edtor. what could it be?
Hi Vincent, in the above example, you have explained with google storage, similarly can i use same thing for Akamai CDN servers also? and you have uploaded the folder "StandaloneWindows" also the content inside it, so is that folder is necesary to upload or only the content inside the "StandaloneWindows" is alone enough? could you reply?
Great tutorial, thank you! I have a question. If I download the prefab from the server for the first time and then close the app. Sometime later I again open the app but I do not have internet this time, will the prefab load from the cache?
Thanks for the tutorial. I am having problem when updating the prefab. I changed the prefab as you do and clicked on "Update a previous build" (as there is no Build for content update in 2019.4), selected the bin file, and upload the new bundle file to google storage. However, when I run the desktop app, it still shows me the previous prefab. Do you have any idea about what might be the problem? Thanks
thanks for the simple & great tutorial. I was able to upload data to remote cloud server. But when i try to change the prefab content like you did at 11:00, and then run the game again, it doesn't update my prefab but rather use the previous build. Do you have any idea why this happen?
I was struggling with Google cloud storage as well, because I didn't know it automatically cached the files. I eventually got it to stop caching by adding "no-store" to the file's metadata. Now the app updates data from remote whenever I upload a new bundle :) Note: you have to re-add the metadata whenever you upload an updated file. I haven't figured out how to auto-set metadata yet on upload.
Hi Thanx for the great tutorial i followed every step as you did in this video However it only works Once. i put up a cube like you did and then update the content by deleting a cube and putting up a sphere but if i try to do that again the update doesn't happen Can you tell why this might be happening. Thankyou.
@@rickloyd8208 Hi Rick. Caching is an option available in Addressables, you can find in Assets -> AddressableAssetsData -> Default Local Group(Or any) -> [Inspector] BundledAssetGroupSchema -> Use Asset Bundle Cache.
thanks a lot Chu. can you make more of it on download percentage ,clear caches,load unload assets static asset. local host , analyzing etc.. I can do most of them but not happy with my workflow. need some guidelines
@@MrPhysics1024 hey again..don't know what I am doing wrong. I can't update content. it end up loading asset from the cache or first build .. my new update in prefab works on fast mode but packed mode/build .exe loads the fist one even if i deleted all files from google cloud.
@@MrPhysics1024 Oh my god. All this time i thought it unity addressable system fault. So wierd, Thanks for the look up. I think you should update it on the description also.
Hi, am I able to update content without building when I have new assets add to the group? You showed how to update prefab only so I'm not sure about adding new assets entirely.
How to download without instantiate?? In the start of game download all addressables prefabs what I will use in the scene on future, and next time instantiate this already downloaded
Hey Vincent! Thank you for taking the time to put this together. I was really happy to see you make use of Google Cloud in your demo. However, I’m seeing an error I wasn’t expecting and I’m having a hard time addressing it. So after configuring remote path config and everything I’m seeing logs that appear to indicate the file was found however, I’m seeing a failure to decompress bundle. I’ve tried instantiating after the event callback indicating the asset bundle was loaded but I’m still unable to successfully instantiate from my google cloud bucket. Hoping I’m just missing something small but figured it drop a line here while I continue my own troubleshooting. Please advise.
Vincent Chu I followed the steps exactly. I’m using Mac OSX, I can try again with a stand alone windows build. Everything seems pretty easy to configure but the UI I have for Addressables is a little different. I’m going to review what package version you installed and try that and see if I have better luck.
@@MrPhysics1024 I got it working! Boy I tell ya, a good night sleep is really what you need sometimes to see things a lot more clear. I am getting ready to play around with it a bit more now. Thanks again for your prompt reply and willingness to assist, be well.
THE best tutorial man. Can you help me understand how to tackle this scenario => I created build which loads the Scene1 (Addressable) asynchronously. Later on I have created few more scenes and I want to load them using addressable without updating the app. So I will just pass the Addressable keys to build through API or something and it should load them. Please help I am kind of stuck here.
You should always have a root scene which isn't subject to change, and load an addressable landing scene, in landing scene you can have a list of addressable scenes and you can add new scenes and update the size of the list dynamically
Vincent Chu I have implemented the same structure you just explained what I am asking is how should I build these newly created scenes in addressable, exact process I should follow to build the addressable. For Ex. You explained in your video that to update addressable you shouldn’t do “Build Player Content” again you should use “Build for Content Update”. So is there anything special rules I should follow to add new scenes as addressable.
Prashant Sushir This involves a lot of clearing up and versioning of updates, but there is definitely something Unity can improve to remove the pain from the developers
Jordan Nye well you need to build player content if it’s the first time you build on that specific platform, but don’t click that button for update since it’s very attracting our mouse click (bad UX)
Hello Sir :) First of all, thank you so much for your detailed tutorial! I learn a lot and so many problems were solved! May I ask a question? " the cube prefab. Does it exist in the final game? " I want to use this method to have a smaller game in size ( and loading things remotely ). so, since the prefab folder is still in the assets folder ( when we are developing ) would the cube prefab be in the final game ( in your case it was windows ) too? or not? because if it exists inside our final game, the size won't change. I hope I could make my point.
Hi Vincent, this is awesome, however, I have a problem. Everytime I start the game, it downloads the assets from the remote. How can I make it work so that the downloaded assets are cached locally and so that it will reference local content in case it is already downloaded? Hopefully that makes sense.
Hey nice tutorial, I have a few questions, would it also be possible to host the addressable bundle on github or can Unity not download it from there? And is there a way to download a bundle from a private source (with a password that I can specific in Unity)? Because I want to make a game only for a friends group, so it's okay if they (or their game client) knows the password, but it shouldn't be public to other random people.
@@MrPhysics1024 You are welcome. I've been looking forward to implement this for a month.. but as of now I don't have access to AWS or Google Cloud Sever. Is there any free cloud storage option to test it out for learning purpose?
absolutely insane how much better this tutorial is than unity's several hourlong videos on the subject...
Yeah
Great video brother, Your video is one of the most detailed and practically implemented video about unity addressable mechanism I have ever seen in TH-cam. Keep up the good work brother.
The best addressables tutorial for beginners. Congrats.
That's the best Unity addressables tutorial. It explains everything in a short video.
I tried to watch Unity's absurd videos and only ended up more confused, while you explained all the basics clearly, in a concise way and even provided an example. Thank you so much
Years later, I came back here and again this dude saved the day. Much love!
This was the easiest addressable tutorial I have seen so far! Thank you
You are Life Saver Brother.
I'm stuck on this stupid issue in unity CCD for 3 days now and unity tuts are so lazyily made and didn't help at all. Rather they wasted more time and I had to search online for 3 days. But you litterly saved me man!!! Thanks soooo much!!
Thanks, this is the most informative video, I've found so far and you didn't waste any time
Thanks Alan, I made this video because I want to help to save most of your time, although it is a very aged video
thanks a lot dude, your tutorial is the most easy to understand than the other. next please continue on how to make one addressable work in multiple platform.
it's already done by Unity, you see the squared brackets in the load path which says [buildTarget] or something, that's how Unity figures out which platform
I saw a couple addressable tutorial and I swear this is the best. I'm so greateful
Amazing brother, really good tutorial and you focused on actual requirements that is a plus point.
Because I watched all Unite videos published on Addressable but I don't found easy examples that I can understand :)
Thanks for your effort for creating this tutorial. It works! God Bless you!
One of the best tutorials! Stays on topic and provides important information, thanks!
Simple, extremely useful and straight forward. Thank you!
Excellent concisely presented helpful information. Thank you!
Perfect video, Was worried at first but you ran into all the issues I had
Mr. Chu, your help is greatly appreciatd
Wow! Thank you so much for this video and going trough the whole process. This is the most helpful video on addressables!
Vincent, this is awesome, thanks for sharing your knowledge.
Your tutorial is very clear and easy to understand. thank you very much.
The best tutorial for beginner. Thanks
Great job making this so concise. Cheers
thanks for this concise video. other tutorials are way too detailed
Thanks. Clear and Short explanation.
This is black magic. Thank you Vincent!
I tried patching a script using this method, and I don't think it's working. Basically, I copied all your steps and it worked. I then added a simple movement script with hard-coded speed values in the code. Re-building the entire thing and uploading to amazon s3, works. I then changed the speed in the code, then uploaded the update to player content, and its the same old speed. To confirm it pulled the changes, I changed material color and it updated from red to blue as expected.
What do you recommend? Am I approaching this in the wrong way?
@@Moonz97 Glad to hear my tutorial helped you :)
This is great, straightforward and very clear! Thanks for making this tutorial
Nice tutorial. Straightforward
This is an amazing tutorial! Straight to the point and easier to understand than most found out there.
I want to put the files in my server, but I'm using mac. I couldn't find what is the BUILT file to upload to the server. I know you're on windows, but do you have this info to help?
Thanks Canal, they should be in the similar directory, can you find the ServerData file?
@@MrPhysics1024 I changed the remotebuildpath and thought it should be on my server. Later I rolled back and found the ServerData outside the assets folder.
I'll test it soon.
Thank you very much for your attention!!
Super clear explanation! Good tutorial and thank you.
"3:51" Starts explaining how to load the addressables from remote
"5:54" Put the settings for the google bucket
"11:13" He modifies the ExampleAsset prefab from a cube to a sphere without the need of building the game again
Thank you very much, it worked and was very useful
Thanks Vincent, this was so much better than Unity's ugly documentation
great job, simple and very helpful
Very good, helped me a lot here in Brazil: D
best tutorial on addressable
Very nice and all done in 12 minutes
Roses are red,
Violets are blue,
There's always an asian,
That can explain complicated thing in 10 minutes much better than big tech companie in 20+ hours
This tutorial is really useful ! Thanks a lot.
amazing tutorial, impressive
10/10 tutorial, man!
Fantastic succinct tutorial, thank you!
This is very aged tutorial, never expect it still can provide value to you guys :)
Thanks for the concise tutorial.
Amazing dude. Thanks!
Great tutorial, helped me a lot. Thank!
you saved my day man! Thanks a ton!
can i ask if i can do the same with dropbox?. well i can donwload bundles from there, so i was thinking if i can do the same with addressables.
Yes, as long as you have the http link and public access, you can use it on what ever storage service you want
I tried with gdrive and drop box but the problem I faced was that I couldn't get the direct link to my folder as both of them always share a link to their download page not of the actual item.
I need load for my pc, but your tutorial is glory thanks.
Thank you for tutorial!
Thank you!
Hello. When we have more than 1 group, should we have separate profiles or it's not necessary? thanks
Just one video on his profile and it has over 7,100 view so far. Just goes to show how much Unity needs to do to demystify Addressables.
this is a hidden gems!
amazing, thank you mate!
Great tutorial my friend :) I have a question -> Does it work with Light baked scene?
I liked the video really and easy to understand , great job just i have a question please. I want to get for example files (pictures, videos ) from my Azure storage blob to my app in unity . is this way working with it ? for example if in my projekt click on button image i want that the image appear on my unity which it was called from my storage blob
Thanks Nabil, yes it will work for all Unity compatible files (png, mp4, etc..)
@@MrPhysics1024 thank you so much, i ll try it 😊
@@MrPhysics1024 Hello :) just one question please ,,,, i want to load a text from azure to unity.... in your Example you used a Cube ,,, i want that my text appear in a Panel or Slate.... have you idea how ? or should i make JSON file ? and Thank you so much in advance
@@nabilhamouda1472 Yes there is text assets in Unity. Or an easy way you can made a gameobject with a field storing your text which could also be loaded, for small scale project this doesn't affect efficiency
@@MrPhysics1024 how friendly you are really thank you so much ,, i ll try it and let you know if i got some trouble ,,,if i ll not bother you of course
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?
After searching for days... this tutorial is the fastest and clearer way to really understand how to use Addressables. Fantastic job !!! Thanks very much !!! And while we're at it, do you know how to use the PercentComplete attribute of the AsyncOperationHandle struct ? I'm trying to use it to show a loading bar but it never goes over 1% even when the Assset has been compleately loaded ...i've googled a little and it seems a bug of the current version (1.6.2). Thanks again !!!!!
Hi Schembri, the PercentComplete should vary between 0.0 to 1.0, where 0.01 means 1%, for small assets PercentComplete will just jump to 1.0 (100%)
@@MrPhysics1024 Perfect !!! Thank !!
Could you use this system to created larger DLC for your game? And then use steam to store it instead of google cloud?
Yes, this is designed to be used as DLC, for more detail please check with steam but it should be possible theoretically
@@MrPhysics1024 thank you for your reply!
great tutorial. Question tho, is it required to always connect to internet? I would expect from a content update to download once if there are any differences, otherwise load locally, from already downloaded content
No, Unity have cache option, once it's cached you can have the content even it's offline
@@MrPhysics1024 Thanks for the answer
@@MrPhysics1024 Hi. Is it possible to upload each and everything from cloud? Scene's, UI, buttons content etc etc. Because Google play Store app upload and live takes 2 week's.
Naveen Gowda Yes, it’s possible
Does anyone know if there is a way to have assets already present in the APK, but update them later using addressables?
Thank you
hi, thank you for your video, I have a question, is it possible to import multiple files with addressable to the scene at random positions?
Yes, it's totally possible
great tutorial.
Man!! Thank u so much!! The best tutorial!! Do you recommend Google Cloud as a server to store my assets?
As I don't get any sponsor for this video, I will honestly recommend you to use amazon S3
Have any way to create a progressbar when assets are loading? Only show scene when it is 100%?
So, for addresable assets I don't need to "Erase" them from the proyect if I want to reduce my project size, right? the addressable assets does not going to be included in the main build, but downloaded from the cloud?
Can we change script using addressable?
There should be an option to lock the "new build" option in the AA build options.
Best tutorial on Addressables on TH-cam. All others are so brainfucking
I did everything. But The update doesnt work for me. The extra bundle appears and put it to google cloud but not changed to cube to sphere. Google cloud is public. changed the paths in Edtor. what could it be?
Hi Vincent,
in the above example, you have explained with google storage, similarly can i use same thing for Akamai CDN servers also? and you have uploaded the folder "StandaloneWindows" also the content inside it, so is that folder is necesary to upload or only the content inside the "StandaloneWindows" is alone enough? could you reply?
Great tutorial, thank you! I have a question. If I download the prefab from the server for the first time and then close the app. Sometime later I again open the app but I do not have internet this time, will the prefab load from the cache?
Yes, if you didn't disable caching
Thanks for the tutorial. I am having problem when updating the prefab. I changed the prefab as you do and clicked on "Update a previous build" (as there is no Build for content update in 2019.4), selected the bin file, and upload the new bundle file to google storage. However, when I run the desktop app, it still shows me the previous prefab. Do you have any idea about what might be the problem? Thanks
Probably you should use amazon s3 instead of google storage, google storage has caching default enabled
thanks for the simple & great tutorial. I was able to upload data to remote cloud server. But when i try to change the prefab content like you did at 11:00, and then run the game again, it doesn't update my prefab but rather use the previous build. Do you have any idea why this happen?
For google cloud they have uncontrollable cache setting, waiting for a day should works, please use amazon s3 instead
I was struggling with Google cloud storage as well, because I didn't know it automatically cached the files. I eventually got it to stop caching by adding "no-store" to the file's metadata. Now the app updates data from remote whenever I upload a new bundle :)
Note: you have to re-add the metadata whenever you upload an updated file. I haven't figured out how to auto-set metadata yet on upload.
Hi
Thanx for the great tutorial
i followed every step as you did in this video
However it only works Once. i put up a cube like you did and then update the content by deleting a cube and putting up a sphere
but if i try to do that again the update doesn't happen
Can you tell why this might be happening.
Thankyou.
Great. I have one problem for it. Can I use local addressables and remote addressables at the same time?
Yes you can
That's really great. Dose it cache the downloaded content as well?
By default it's cached, you can disable it as well
@@MrPhysics1024 Thanks. That's really helpful.
Great tutorial! One question, would the bundles downloaded be cached? I worry if it's gonna download it everytime.
Yes, you can choose if you want to cache it
Vincent Chu i thought they are cached automatically? So how can we select to cache and how can we remove cached content if we do nit need it any more?
@@rickloyd8208 Hi Rick. Caching is an option available in Addressables, you can find in Assets -> AddressableAssetsData -> Default Local Group(Or any) -> [Inspector] BundledAssetGroupSchema -> Use Asset Bundle Cache.
[Correction] Assets -> AddressableAssetsData -> AssetGroups -> Default Local Group(Or any) -> [Inspector] BundledAssetGroupSchema -> Use Asset Bundle Cache.
thanks a lot Chu. can you make more of it on download percentage ,clear caches,load unload assets static asset. local host , analyzing etc.. I can do most of them but not happy with my workflow. need some guidelines
Sazzad Khan thanks for your suggestion
@@MrPhysics1024 hey again..don't know what I am doing wrong. I can't update content. it end up loading asset from the cache or first build .. my new update in prefab works on fast mode but packed mode/build .exe loads the fist one even if i deleted all files from google cloud.
Sazzad Khan Please use amazon S3, google cloud has update and causing content cached in a uncontrollable way
@@MrPhysics1024 Oh my god. All this time i thought it unity addressable system fault. So wierd, Thanks for the look up. I think you should update it on the description also.
Hi Chu, I cant add a new group to the content update. Is there any way to download and load the bundle seperately via unity webrequest?
Hi, am I able to update content without building when I have new assets add to the group?
You showed how to update prefab only so I'm not sure about adding new assets entirely.
you can add new assets without building the game, but you need to rebuild the assets
How to download without instantiate?? In the start of game download all addressables prefabs what I will use in the scene on future, and next time instantiate this already downloaded
I have same question. Dose it cache it?
Can I do the same using firebase storage? will it work?
yes it should work
Hey Vincent! Thank you for taking the time to put this together. I was really happy to see you make use of Google Cloud in your demo. However, I’m seeing an error I wasn’t expecting and I’m having a hard time addressing it. So after configuring remote path config and everything I’m seeing logs that appear to indicate the file was found however, I’m seeing a failure to decompress bundle. I’ve tried instantiating after the event callback indicating the asset bundle was loaded but I’m still unable to successfully instantiate from my google cloud bucket. Hoping I’m just missing something small but figured it drop a line here while I continue my own troubleshooting. Please advise.
Truman Boone hi Truman, would like to make sure did you follow the steps exactly? Or are you doing it on a device, say Android phone
Vincent Chu I followed the steps exactly. I’m using Mac OSX, I can try again with a stand alone windows build. Everything seems pretty easy to configure but the UI I have for Addressables is a little different. I’m going to review what package version you installed and try that and see if I have better luck.
Truman Boone yes, please do try windows build or iOS build, they should be more stable, let me know if it works ; )
@@MrPhysics1024 I got it working! Boy I tell ya, a good night sleep is really what you need sometimes to see things a lot more clear. I am getting ready to play around with it a bit more now. Thanks again for your prompt reply and willingness to assist, be well.
i follow video but my file build need 1 day to update content. Why?
Because google cloud cached your content
@@MrPhysics1024 Thanks for reply. What i need to do to update content as soon as possible?
THE best tutorial man.
Can you help me understand how to tackle this scenario => I created build which loads the Scene1 (Addressable) asynchronously. Later on I have created few more scenes and I want to load them using addressable without updating the app. So I will just pass the Addressable keys to build through API or something and it should load them. Please help I am kind of stuck here.
You should always have a root scene which isn't subject to change, and load an addressable landing scene, in landing scene you can have a list of addressable scenes and you can add new scenes and update the size of the list dynamically
Vincent Chu I have implemented the same structure you just explained what I am asking is how should I build these newly created scenes in addressable, exact process I should follow to build the addressable. For Ex. You explained in your video that to update addressable you shouldn’t do “Build Player Content” again you should use “Build for Content Update”. So is there anything special rules I should follow to add new scenes as addressable.
Prashant Sushir You just need to mark them as addressable and build it, build for content update should work
Vincent Chu, Thank you so much it worked. I was wondering what is the option “Prepare For Content Update” for, what is its use? Any idea?
Prashant Sushir This involves a lot of clearing up and versioning of updates, but there is definitely something Unity can improve to remove the pain from the developers
Do you dont want to click the "Build Player Content" button for each platform?
Jordan Nye well you need to build player content if it’s the first time you build on that specific platform, but don’t click that button for update since it’s very attracting our mouse click (bad UX)
Have you tried using addressable with authentication? (private cloud storage)
It doesn't seems addressable has authentication
Hello Sir :)
First of all, thank you so much for your detailed tutorial! I learn a lot and so many problems were solved!
May I ask a question? " the cube prefab. Does it exist in the final game? " I want to use this method to have a smaller game in size ( and loading things remotely ). so, since the prefab folder is still in the assets folder ( when we are developing ) would the cube prefab be in the final game ( in your case it was windows ) too? or not? because if it exists inside our final game, the size won't change. I hope I could make my point.
Yes, it will exists in what you called final game, until the player cleared all the data on their device or you updated the content
Hi Vincent
can we also use google drive instead of cloud storage?
As long as you can download things with http or https that will works :)
Hi Vincent, this is awesome, however, I have a problem. Everytime I start the game, it downloads the assets from the remote. How can I make it work so that the downloaded assets are cached locally and so that it will reference local content in case it is already downloaded? Hopefully that makes sense.
Hey nice tutorial, I have a few questions, would it also be possible to host the addressable bundle on github or can Unity not download it from there? And is there a way to download a bundle from a private source (with a password that I can specific in Unity)? Because I want to make a game only for a friends group, so it's okay if they (or their game client) knows the password, but it shouldn't be public to other random people.
SICK!
Hero!
What s reall addressable .content .bin file
Publish more videos if you have knowledge in Unity...
A lot of tutorial makers love to include 10x pieces of irrelevant shxt into their videos but our good Vincent would not.
DAMM !! Someone really has the guts to down vote this !!
Thanks Umar
@@MrPhysics1024 You are welcome. I've been looking forward to implement this for a month.. but as of now I don't have access to AWS or Google Cloud Sever. Is there any free cloud storage option to test it out for learning purpose?
@@UmarFarooq-cu3gw AWS and Google Cloud should give you free credits
@@MrPhysics1024 Thanks. I'll look into it.
thank you, unity documents sucks
Thank you!