com.unity.addressables 1.13.1
Notes: processedReleased July 30, 2020
Unity Compatibility
Minimum Unity: 2018.3
Package Dependencies
- com.unity.modules.assetbundle (1.0.0)
- com.unity.modules.unitywebrequest (1.0.0)
- com.unity.modules.unitywebrequestassetbundle (1.0.0)
- com.unity.scriptablebuildpipeline (1.10.0)
🔄 Changes
- Made `AssetReferenceT` be Serializable. This will only matter if using Unity 2020.1 or later.
- Added AddressableAssetSettings.ContiguousBundles option, which when enabled will improve asset loading times.
- - In testing, performance improvements varied from 10% improvement over all, with improvements up to 50% for large complex assets such as extensive UI prefabs.
- Add New Build unclickable No Build Script Available option when no valid builder is found and added line in docs to explain what is needed
- Fixed bug where dragging a non addressable asset from an addressable folder in project viewer to AssetReference field would mark the asset as addressable and put it in the default group
- Fixed bug where enumerate exception is being thrown when expanding a group folder containing subfolders in the Addressable Groups window.
- Changed to only ask to convert legacy bundles when AddressableAssetSettings is first created or when selected from the Tools menu
- Fixed bug where clicking on an AssetReference property won't ping the referenced asset in the Project window.
- Fixed bug where GetDownloadSizeAsync was returning non-zero values for cached AssetBundles.
- Removed Event Viewer Record button because it didn't do anything.
- Fixed bug where changes made through the AddressableAssetProfileSettings API would not be immediately represented in the Profiles Window.
- Fixed bug where Instantiation and EventCount events in the Event Viewer would not update as expected.
- Fixed bug where events that occurred immediately after entering play mode would not be properly represented in the Event Viewer.
- Added Documentation for the following:
- - LoadAssetAsync
- - LoadAssetsAsync
- - InitializeAsync
- - TransformInternalId
- Fixed bug where changing the value of "Optimize Mesh Data" in PlayerSettings doesn't affect bundle building until the old build cache is deleted.
- Expanded bundle dependencies so that loaded bundles maintain a reference to all bundle they references. This fixes various bugs when unloading and reloading a bundle that is being referenced by another bundle.
