Adding Dependencies

How can I find/add dependencies to an Addressable Group?

Assume I have a prefab. I want to add my prefab and dependencies to an addressable group.

Also, I want to add a level with all objects used in a level. I don’t want to add a level as a single level object. After I add all objects to a level, I will move some objects to another group. I have a level created with Gaia. Gaia adds biome objects automatically. The build of a single level created by Gaia is about 2 GB. I will not change the generated terrain or biome, so I want to make it a group. When I edit the level, I will add some props and characters. So terrain addressable group will not change and I will not deploy that group with a new version of the game.

How can I do that?

Is it impossible?

I was under the impression (based on having integrated Addressables during preview) that this is all handled under the covers for you… is that not the case? Per the v2.1 docs page:

  • Dependency management: The system automatically loads all dependencies of any assets you load, so that all meshes, shaders, animations, and other assets load before the system returns the content to you.

Am I just misunderstanding the problem? I’m digging into the system again for a recent project, so hopefully I can help wherever possible.

Edit: Re-reading more carefully, I think I understand you’re saying that the auto-added dependent objects by Gaia might not play nice with Addressables… If so I might not have any suggestions straight away. Will check back after some more reading.

@abstractron The Problem is to separate build files. I need a file that should contain static files and I will not need to deploy it when I have a new build. As static files I mean textures that you will not change it during new updates. for example, you have a character. this character will not change during the game’s lifetime. so the model and textures will not be updated. you can create an group and add some files manually. now I wrote a script to add texture files of a scene.