Addressable Asset System – Getting Started (revised)
See forum post for details
18-Oct-2018: New Now released: 0.4.6-preview
NOTE: on for iOS builds, turn off code stripping. There is a known bug that we are in-progress fixing.
Addressable Assets (preview)
Scriptable Build Pipeline (preview)
2018-08-15 Addressable Asset System – Trash Dash in Unity 2018 (4 mins w/download)
Preparing your project
Note: Once Addressables are Discoverable in the Unity Package Manager, this section will become obsolete.
Using the Addressable Asset System demo project
Step 1: Download the Unity 2018.2.11f1 [or later] release.
Step 2: Download the AddressableAssetSystem_Demo.zip.
Unzip the archive
Open the folder in Unity
You are ready to run the demos.
The API_Demo scene shows functionality for the Developer
Assets/DemoActions.cs (sample code)
The SpaceShooter scene is a Sample Asteroid game
Setting up your project to use the Addressable Asset System
Step 1: Open your project in Unity 2018.2.11f1 [or later] release and make sure it is compatible.
Step 2: Edit your Packages/manifest.json.
Screenshots of Addressable Assets in the Editor
Please refer to the Addressable Assets Manual for the latest information.
Note: While Addressables are in Preview, the UI will be changing. Once the UI is set, we will move screenshots to the manual.
Select Send Profiler Events to view asset bundle usage in the Addressables Profiler window.
Select Log Resource Manager to bump up your logging level.
Asset Window Right Click
Right Click in the Asset Window to Create: Group Schemas, Data Builders, or Initialization for Cache Settings. A new asset is created and the Inspector shows the attributes that can be set for the asset.
Click on a Group to view the Asset’s settings in the Inspector.
Right Click Menu
Play Mode Script
Click the Analyze button and the screen splits to show assets and their dependencies. See Analyzing your data in the manual for usage.
Build / Content Update Workflow
See Content Update Workflow in manual for Build Menu usage.
See Hosting Services in manual for usage.
Addressable Profiler Window
When running in Virtual or Packed Play Mode, you will be able to see your asset bundle usage via the Addressable Profiler window. In Fast Play Mode, only see the Event data at the top of the Profiler window, since no bundle information has been generated.