For some of our assets we would like to be able to guarantee that there is something on disc to load. These assets would be in both the streaming assets folder to be packaged with the application, and also exist in a remote location.
Is this already possible with the current system? What would happen if I manually copied these assets to the streaming assets folder as part of our build pipeline?
Yes, you can create another load path that points to StreamingAssets and set your groups loath path to that. You can also set the groups to Cannot Change Post Release and they will be guaranteed to load with the engine (depends on platform, might include in the engine, or download immediately after engine loads).
Check the docs, I think it has what you’re looking for. If you make the first build with Cannot Change, then make an updated build, it will behave the way you’re talking about.
Application is built
Local Assets → Game Confguration // Shipped With game
Remote Assets → Game Configuration // Stored In S3
LoadAsyncAsset()
A user boots the application but has network connectivity issues which causes LoadAsyncAsset() to fail. Fallback to GameConfiguration that was shipped with the application. For some of our assets, I don’t want the development team to have to deal with or care about the asset being remote. If it downloads correctly and quickly that’s great. Otherwise use what you already have
Did you manage to do it the way you mentioned? I have the same problem. It’s disappointing if the addressable system expects every game to be online once.