Hello
I am trying to set this up to remote load Addressables remotely - where i am at:
I created the asset packs - built them(clicked the build button> run default build script) where they were created in the serverdata folder - copied that over to the server - configured the load path - and built my game through the build settings in unity - for windows 64. before i built i unchecked use asset bunch cache option just in case on all the asset packs ( i have 3)
not sure how to test this out and how this should work to remotely load - i see a bunch of sharedassets0.assets 1 and 2 files in the _GAME_DATA folder
i am also not sure if i should have some sort of script that loads the assets from the server or if it is done automatically upon launch
so far i dont have any script and it is working but judging by the site of the game build folder that was created by compiling the game - im thinking its loading the files locally.
any help would be greatly appreciated!
thank you!
DD
here is a snippit of the shared assetsfolder - anyone know if these are my sprites/prefabs/sfx/videos/etc assets that reside in my game or if there is a way that i can find out what is packed inside of these files? i am guessing because the size of the files are quite large and my addressable assetpacks have been packed together to about that 2 to 3 gigs total and i dont have anything else that is taking up that much space added up together.
are assetpacks and asset bundles different or the same if i want unity to build and strip the asset data from the build folder do i have to create an asset bundle instead of just an addressable assetpack or should it do that automatically if its set to remote build/load???