com.unity.addressables 1.3.3
Notes: processedReleased October 31, 2019
Unity Compatibility
Minimum Unity: 2018.3
Package Dependencies
🔄 Changes
- UI and naming changes
- - "Static true or false" content is now content with an "Update Restriction" of "Cannot Change Post Release" or "Can Change Post Release"
- - "Fast Mode" (play mode) has been renamed "Use Asset Database (faster)"
- - "Virtual Mode" (play mode) has been renamed "Simulate Groups (advanced)"
- - "Packed Mode" (play mode) has been renamed "Use Existing Build (requires built groups)"
- - There is no longer a current "Build Script" (Build Script menu in Addressables window). Instead the script is selected when triggering the build.
- - Schemas have been given display names to be more clear of their intent BundledAssetGroupSchema.
- - BundledAssetGroupSchema displays as "Content Packing & Loading"
- - ContentUpdateGroupSchema displays as "Content Update Restriction"
- - Bundle and Asset providers within schema settings are named more descriptively
- - Profile management is in its own window ("Profiles")
- - Label management is in its own window
- - "Prepare for Content Update" is now under the "Tools" menu (in Addressables window), and is called "Check for Content Update Restriction"
- - "Build for Content Update" is "Update a Previous Build" (still in "Build" menu of Addressables window).
- - "Profiler" window has been renamed "Event Viewer". It's more accurate, and avoids confusion with "Profilers" window.
- Added additional parameter to AssetReference.LoadSceneAsync method to match Addressables.LoadSceneAsync API
- Added AssetReference.UnloadScene API
- Fixed issue with WebGL builds where re-loading the page was causing an exception to get thrown.
- Fixed Analyze bug where bundle referenced multiple times was flagged as duplicate.
- Fixed issue with hashing dependencies that led to frequent "INCORRECT HASH: the same hash (hashCode) for different dependency lists:" errors.
- Update AddressableAssetEntry cached path to new modified asset entry paths.
- Storing the KeyData string from ContentCatalogData on disk instead of keeping it in memory as it can get quite large.
- Fixed Custom Hosting Service window so it won't close when focus is lost.
- Fixed issue with AudioMixerGroups not getting the proper runtime type conversion for the build.
- Fixed invalid location load path when using "only hash" bundle naming option in 'content packing and loading' schema.
- Removed content update hash from final AssetBundle filename.
- Removed exception in Analyze that was triggering when "Fix Selected Rules" was bundling in Un-fixable rules.
- (SBP) Fixed an edge case where Optimize Mesh would not apply to all meshes in the build.
- (SBP) Fixed an edge case where Global Usage was not being updated with latest values from Graphics Settings.
- (SBP) Fixed Scene Bundles not rebuilding when included prefab changes.
