Addressable caching

In the docs it says that cache sizes are limited to 4 gigs
Does this mean 4 gigs per file or directory?

Seems reasonable that downloading a map and its dependencies could easily go over 4 gigs.

Also, it’s odd I can’t put more than 4 gigs in a directory for caching, especially since I have to use the caching system to use addressables and addressables would be used to download permanent DLC content for your game that you wouldn’t expect to uninstall itself after a file size limit or 150 days.

With that being said, I MUST be misunderstanding something.

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Is there a way to not use the caching system for downloading and loading addressable content?

Seems this system is more made for tiny content that is updated at a rate that doesn’t require a loading bar, but anything larger than that doesn’t play nicely with the system due to the caching

I am not sure how a user is supposed to download DLC content if it deletes itself after 150 days or after 4 gigs of DLC was downloaded.

Any clarification on this at all would be welcome

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After sleeping on it, I am going to assume the 4 gig limit is how many things can be compressed into one “cache file” and not how many things can go in the directory.

Confirmation on this would be great, currently attempting to test it but is a bit time-consuming.

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How it seems to work:

  • Addressables uses and can only use the caching system.
  • The caching system can have any number of caches at any location.
  • The longest a file can last in the cache is 150 days unused.
  • When you build out addressables and load them onto a user’s computer they will be stored at the currentCacheForWriting location using a separate folder for each addressables group.
  • Then within that folder every time a bundle is updated it will create another subfolder containing the actual data for that version compressed into an _info and _data file.
  • You can set addressables to clear the previous subfolders on loading of the new bundle or when the maxAvailableSpace is hit it will delete the oldest unused file until that group’s folders size is below the maxAvailableSpace.
  • maxAvailableSpace may not be the space the whole assigned cache uses but the size each group’s cache folder can use. Think this because the caching started deleting files when a certain group’s folder went over maxAvailableSpace and not the assigned directory.
  • MaxAvailableSpace is set to Long.MaxValue by default.
  • The 4 gig limit the docs refers to seems to be for the compressed cache file stored within the specific version of an addressable group and not on the whole directory that is assigned as that cache.

Hope this helps someone, took a while to do the test to figure it out and have been asking for months for clarification on this with no responces.

If anyone can verify that this seems accurate it would be much appreciated.

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Did you come to more conclusions? You probably have more experience now with Addressables, do you have more information to give us about the 4 gig limit?

Not too much, unfortunately.
DLC still seems not really doable with addressables without it being auto-deleted after 150 days but literally have been asking for over a year for a response from unity on this but if you mention caching they won’t reply to you.

Sir, have you got the solution for your question that bundle will remain in the storage for lifetime or delete it from the cache/storage after 150 days? And how much size Addressable allow us for storing data?
Please guide.
Thank you

Unity has 0 interest in providing more information on this topic.
Wish I had more to tell you.

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UNITY PLEASE. One year later, can we have more info on this?

to be clear its 3 years later loll.
My guess is the team who wrote the caching system doesn’t work for unity anymore and nobody maintains or updates that code.

If that’s right, maybe that’s not so bad. Maybe future projects will not be as broken as they have been in the past.
Can’t wait for that!

I feel like you misunderstood. I am saying we will probably never get more info or updates to this system

Nah, i understood. If the devs who made addressables are no longer at unity, maybe we’ll get better tooling from unity in the future. That’s all i’m saying lol.
Mostly joking, but who knows.

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