Questions tagged [addressables]

48 questions
0
votes
0 answers

Trying to load sprite from Unity's Addressable but getting None Sprite instead

So I'm trying to programmatically load Sprites into a struct I have and the code does not seem to be working as I expect. Here's what I have so far: public class WeatherManager : Monobehaviour { #region Variables private List
JamieRhys
  • 206
  • 6
  • 24
0
votes
0 answers

Unable to load addressable from remote storage WEBGL Unity

I am getting an error: "RemoteProviderException : Unable to load asset bundle from : https://storage.googleapis.com/ice-fishing-android.appspot.com/******/defaultlocalgroup_assets_all_d405c0a311875b4b6260cc274ac0e5d2.bundle UnityWebRequest result :…
Oleg
  • 21
  • 2
0
votes
0 answers

Using addressables with textures set on materials causes memory leaks

We are using addressables to load in most of our textures. However, we've noticed (using the memory profiler) that when a texture is referenced directly by a material, addressables is unable to unload it when though we've left the scene and tried to…
kbunarjo
  • 1,277
  • 2
  • 11
  • 27
0
votes
1 answer

Unity distributed build

In unity, build AB is time-consuming by using Addressables, even Cache Server (Accelerator) is used. Is there any way to make distributed or parallel builds? For example, building with other machines in LAN network at the same time, or multi…
0
votes
1 answer

Addressable data causing errors on player build

I've implemented addressables on most data of my project to improve performance, but for some reason even though the application work as expected on the editor, the player build version present errors. I was able to reproduce the same errors…
0
votes
0 answers

Unity Addressable: Bundles Not Generated

Running Build -> New Build -> Default Build Script only generates .hash and .json files. I already set Remote in build & load paths; both for the group settings and addressable asset settings. I also enabled Build Remote Catalog in addressable asset…
Brian T.
  • 66
  • 4
0
votes
0 answers

WEBGL addressables lags

The problem is that the packages are loaded in the same stream as the game and when they are unpacked, the game freezes. Is it possible to fix it somehow? AsyncOperationHandle downloadAsync =…
Nik
  • 19
  • 3
0
votes
0 answers

Unable to initialize the Unity Engine in my Android Studio project

I'm using android on demand module where I want to add whole unity project as an on demand module so that app size won't be increased. I'm following this tutorial for implementing on demand…
0
votes
1 answer

How to implement own format to replace UnityFS .bundle?

I'm using Addressables to build assets. This process creates bunch of .bundle files (in UnityFS format). I would like to create my own asset bundle format (e.g. IPFS's .car). Is there any class that I can implement to override the default Unity's…
kenorb
  • 155,785
  • 88
  • 678
  • 743
0
votes
0 answers

Releasing memory for Addressable asset is not working in webgl

I have made addressables and mapped the respective remote URL into the profile. I turned the profile events to verify the memory release working fine on the editor. It works fine in editor. But, after I made build and run on chrome. Download and…
0
votes
0 answers

Unity Addressables content update

I am trying to update assets but download size after first launch always stay zero. On first launch download size get correct size. And after clear indexedDB showing correct. Platform is webgl. How can I check updated asset size? private IEnumerator…
0
votes
0 answers

Unity Addressables don't get loaded on Android

I have the following code and it works on Desktop but does not on Android. The logcat doesnt even get to show the FINGERS CROSSED log message. I tried to change the Play Mode Script option to "Use existing build (Android)" as well as "Use Asset…
Chris
  • 570
  • 2
  • 9
  • 19
0
votes
0 answers

Addressables not working in smaller Unity build

I'm working on a Unity project where I have implemented the Addressables system. However, I'm facing an issue where sometimes, when I get a player build with a smaller size than the average build, Addressables don't seem to be working properly in…
0
votes
0 answers

Apk size is 60 but when using PAD and uploading on play console for internal testing size is double

I am using PAD and addressables for reducing initial apk size. I have used fast-follow and on-demand. but when I upload on play console for internal testing base apk is 26mb and other one is 60mb. but when I test in "internal testing" it shows 120…
Azaz Shah
  • 11
  • 3
0
votes
1 answer

Unity. Can't activate scene instance when it cached after download

I have Main menu provider: class MainMenuProvider { private static SceneInstance _cachedScene; private static bool _isLoaded; public async Task Load() { if (!_isLoaded) { var…