com.unity.addressables 1.3.3

com.unity.addressables

Notes: processedReleased October 31, 2019

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Unity Compatibility

Minimum Unity: 2018.3

🔄 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.