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.
@@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!
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
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.
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!
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 :)
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.
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!
@@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.
@@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.
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 ?
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.
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?
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...
I've long wanted to research how to use Addressables without any server-online connection, this will be a great example to study!
Wow code monkey is here 😂
*cough* new *cough* content *cough* 🙊🙉
I'll prefer to watch your video on the topic! :)
(no offense unity)
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.
@@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!
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
Awesome video! I love the part in which the presenter says "Let's talk about the problem we're trying to solve", absolutely brilliant!
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.
Oh that asset duplication problem haunted me for days until I found what was the issue!
Wish I had watched this video sooner haha!
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!
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 :)
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.
I will definitely use this when I get the optimizing phase for my game. Thank you.
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!
@@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.
@@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.
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
This is a great explanation of addressables. We need more videos like this. :)
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 ?
Awesome and very useful!
Great devlog
Can you make more video about addressables? That's super interesting!
Thanks for this tutorial!
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.
Good info
Finally.. it's been years asking for info on the asset packs...
Thanks for posting after my comment
Nive vid , amazing as always
Puberty doesn't hit this guy, he hits puberty
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?
Can this work with photon server pun2 scene load ?
Make a version of unity for potato pc
I was so exited about addresables until I learned I can't ship code on those
pls when is the next stream schedule any one please
hi, had you guy solve the problem of FlotingOrigin???? That is a real head bracker
AHHAHAHAHHA! Solving a problem? The Unity team? Hahahah! lol. Nice one!
github link doesn't work.
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...
True they made everything so hard
Can some one address the addressable assets, Pleeeeas
When is untiy coming to android
Make unity using unity
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?
Early squad .
Aaand its deprecated!
.
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