Addressables for live content management - Unite Copenhagen

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In this talk, Bill shares best practices on how to leverage the Addressable Asset System to simplify your content management at both edit and runtime. Learn how Addressables can enable your success through you game's initial and updated releases.

Speaker: Bill Ramsour – Unity

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timestamp
4:01 Why use addressable
5:45 What is addressable
9:21 Addressable groups
12:54 Addressable during production/post-release update
16:32 its just work
17:15 Sprite demo (using AssetReference)
26:20 Addressable tools menu
27:30 Customizing build
29:31 Quality Variant Demo (switching to high or low quality texture)
35:51 Custom build script
37:23 Synchronous Demo
39:51 Provider designation (asset bundle)

colonizerthehydrogen
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Excellent speaker, other Unity devs should take notes.

xanderlinhares
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Very great talk about addressables and how they can be extended! A lot could be learned, thank you

Dominik-K
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How do you load content created in another project and have it consumed in a different project using this?

albinjose
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good content, and it will be greater if you talk more detail about customised build script.

caochao
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1. Where the assets resides when they are addressable? When there's no hosting service?
2. When you build to webgl the videos work in the editor but not in the build and they are marked addressable. What's the issue there? If the video works and reads from external host in the editor.?

yudanaim
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What about Addressables and Apple ODR?

alekseyrastegaev
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how did you make your ready made addresable assets mmm?

yudnai
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This is nowhere NEAR intuitive enough for the average user... Even after watching this video TWICE, I _still_ don't fully understand the intended workflow... What gives?

awesomedata
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I don't like the addressable system that bugs unity builds and makes every simple thing over-complicated for NOTHING. Asset Bundles so Simple and Less confusing then This Decorated Asset bundle API management that complicates the process even more. what's the benefit over asset have you heard about KISS keep it more processes to the pipeline at least don't confuse us. local build-remote build local path remote path and to arrange it in 3 other places that are not connected it's a recipe for nubies to get frustrated.
why did you move my assets to your own addressable folder? if I want to go back you made me a lot of unnecessary work. where is the button next to the addressable button that brings back my asset to its original folder in case of undo?

yudnai