Hi everyone! First order of business with Addressable is working with Addressable Scenes! It's easier than you might think! Additional resources in the description if you want to learn more about Addressables. Also, you can use the Addressables package for Unity 2023.1 and above - com.unity.addressables@2.0.8 - install via the Package Manager by name, it works the same as the 1.21.20 version!
Forgive my ignorance, but I don't even know what Addressables ARE, let alone when or why you'd use them. That part was sort of glossed over in the video. By deduction, I can kinda grok that they're something related to cloud storage maybe like a GIT repo, but honestly, I'm at a total loss here. I know you linked to some stuff at the end are generally known for making advanced Unity content; but unlike, say, Scriptable Objects, I don't know what Addressables are really something most people are familiar with.
This is indeed a more advanced topic. Unity Addressables is a system that optimizes asset management by allowing developers to load and unload assets dynamically to reduce memory usage and improve game performance. I hope the video leads you to learn more about it!
I have been using AWS S3 buckets for my addressabbles asset bundles for almost 1.5 years and uploading all of bundles to s3 has been always manual and pain in the ass because i did not know that the unity has it’s automated ccd service. Now ı am pretty excited with these news. Thank you for this video!
good thing i suscribed to you, i was looking for information on adressables and loading scenes all week and you made it so much easy for me to understand
Bro where u have been for all my 5 years of experience as a unity dev? At last some high level coding not a beginner, where u at last can take something for yourself. Thank u!❤❤❤
I am deeply disappointed in you tube for not sending me push notifications for new git-amend videos. its the only channel i allow to ding my phone and yet it failed me yesterday... hurtful. //cancel YT premium in protest
How are you dealing with lighting system mismatches between let's say your gameplay scene and environment scene? My gameplay seen is not going to have a Sky Map assigned to it because it's going to get used in multiple levels that have various different Sky Maps. So if it says the act of seen it overrides the environment seeing Sky Map
There are several approaches. One is to set your skybox and lightning settings programmatically when an event fires to indicate all the scenes are loaded. The other, more common method, is to keep your lighting and cameras in a separate scene and not in your gameplay scene. Of course, you can also combine those 2 approaches.
Addressables work with any remote service that lets you provide content, even a simple web server. One other commenter mentioned they were using AWS buckets. The CCD discussed in the 2nd half of the video is exclusive to Unity, however, so when using a third party service you would have to manage uploading your AssetBundles manually, or write some code to do it for you.
@@git-amend im still comparing prices unity cloud seems more expensive than playfab since I want to develop mobile free games I could potentially get a lot of traffic which results in cost
I thoroughly enjoyed the video and found it particularly relevant to my own project. In my work, I've implemented a dynamic item list generation feature, sourcing directly from database queries. Among these items, several are addressable. So users can use these items from the inventory with a single click, similar to the building system used in The Sims.