com.unity.addressables 1.1.3-preview

com.unity.addressables

Notes: processedReleased June 18, 2019

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Unity Compatibility

Minimum Unity: 2018.3

🔄 Changes

  • *BREAKING CODE CHANGES*
  • - ReleaseInstance will now return a bool saying if it successfully destroyed the instance. If an instance is passed in that Addressables is unaware of, this will return false (as of 0.8 and earlier, it would print a log, and still destroy the instance). It will no longer destroy unknown instances.
  • Added PrimaryKey to the IResourceLocation. By default, the PrimaryKey will be the address. This allows you to use LoadResourceLocationsAsync and then map the results back to an address.
  • Added ResourceType to IResourceLocation.
  • - This allows you to know the type of a location before loading it.
  • - Fixes a problem where calling Load\*(key) would load all items that matched the key, then filter based on type. Now it will do the filter before loading (after looking up location matches)
  • - This also adds a Type input to LoadResourceLocationsAsync. null input will match all types.
  • Safety check AssetReference.Asset to return null if nothing loaded.
  • New rule added to Analyze window - CheckResourcesDupeDependencies - to check for dependencies between addressables and items in Resources
  • Added group rearranging support to the Addressables window.
  • Improved logging when doing a Prepare for Content Update.
  • Added versions of DownloadDependencies to take a list of IResourceLocations or a list of keys with a MergeMode.
  • Fixed scenario where Task completion wouldn't happen if operation was already in a certain state
  • Made LoadResourceLocations no longer throw an exception if given unknown keys. This method is the best way to check if an address exists.
  • Exposed AnalyzeRule class to support creating custom rules for Addressables analysis.
  • Fixed some issues surrounding loading scenes in build scenes list via Addressables
  • Removed using alias directives defined in global space.
  • Proper disposal of DiagnosticEventCollector and DelayedActionManager when application closes.
  • Added support for loading named sub-objects via an "address.name" pattern. So a sprite named "trees" with sub-sprites, could be loaded via LoadAssetAsync("trees.trees\_0").
  • Known issue: loading IList from a Texture2D or IList from an fbx will crash the player. The workaround for now is to load items by name as mentioned just above. Engine fix for this is on its way in.