I’ve taken a few looks into moving from Asset Bundles to Addressables over the past couple of years but I still can’t see how its the way to go for every situation.
In my case, I have a bundle of bitmaps that can be combined/blended in a number of complex ways, right now I download the “bitmaps” bundle before hand, if this hasn’t downloaded I just do a failover quick draw of a default graphic, if it has downloaded i can create any of my textures synchronously with no fears.
Am I misunderstanding Addressables? Say if I want to combine 20 of these bitmaps as addressables, I have to asynchronously load each image with AsyncOperationHandle (I know this can be synchronously completed with Synchronous Workflow | Addressables | 1.17.17 this). But I would need a way to pre-download all of these before even thinking about trying to call these (like I can with asset bundles) and avoid a way of adding “negligible” overheads to things that need to be optimized as far as is possible.
Is there a way to do these things with Addressables? It seems more and more assets take advantage of addressables and where things can be asynchronous it seems like a great tool, but I’m having some trouble understanding why in my case it would be beneficial over asset bundles.