Addressables documentation update: feedback wanted

I took a brief look at it, don’t understand it.. seems over complicated and the use cases where it would make sense to use it aren’t there, or here is an example from start to finish covering the setup and usage.. screen shots included, look performance better page .. its no brainer, use it..

instead this comes off more like, here another thing we made that is over complicated and we barely understand it enough to document it in a way that even an idiot would want to use it.

I just think the way it works kinda sucks basically and from a building of a project and wanting to split up the content it is actually using in a way that can be downloaded separately if needed could have been simpler.. simple and effective is what I’m looking for, but then unity doesn’t even have a way export a scene or list of them and all the things it uses into a separate project (bit like after effects has export project). To make sending bug reports or example projects containing just what is needed and used easier to test on another unity version etc etc.

And it’s honestly not REALLY that complicated if you’re just using it to load stuff. But the documentation makes it FEEL that way.

But thats the point, the documentation makes it confusing. It shouldnt, it should make it clearer.

Actually, I consider Addressables package is hard to grasp the over view and learn.
Is there no way to learn except for practices on real scenario?
I’m going to use Addressables in my real project initially to learn.

Is what I do just to make any asset addressable and assign to the group?
No. I need to construct and manage assets and dependencies in the project.
Maybe I should review the structure of my project.
It’s huge responsibility and task!

While I have read Addressables documents on some versions, analyzing real work-flow must be needed.

there was a unity talk one week which indirectly covered it.. it was one about how their new big scene of fantasy stuff could be done on web games.. (of course, they stripped a lot of amimations and things, but) the key solution was addressables, but, of course they used the unity cloud … and had done some setup pre talk…

I found
Level Up with Addressables - Unity Learn and finally GPU Driven Rendering on WebGPU with Fantasy Kingdom - Unity Learn ← this was the one they used addressables in that I was thinking about..

And boy did it need it. I wish I could thank this post more than once.

2 Likes

OK, so if like me you want to make a web build you can load on any site that supports the slightly weird setup that unity needs for web (eg to send the right content types etc) but you want to use addressables..

you can!

if you mark them as “built in” .. it will put them in your build folder, and if you upload them, it will go get them.. irrelevant of the server url.. Now, Im a hobbiest, but it does mean if your client cant commit to an exact url you dont need one, you dont need to use unity cloud.. you can use your own.. Now, obviously if you need to put the addressables on a site for a local binary, then you do need to tell it where to go look.. but thats more to be expected.

1 Like

Is this new ?

Love it as a cheat sheet. Was gonna ask for a clear doc on asset duplication.

1 Like

I’ve read Addressables package document 2.7.3 completely (or almost).
I don’t think there is any problem on this.
Alternatively, Unity might have to write e-book about Addressables like “Introduction to Addressables”
While package document contains detailed information, this e-book should contain outlines, intuitive concept and simple workflow with fewer pages.

Hi all, thanks for your comments - I’ve read every single one and I think @bugfinders has done a great job of summarising some of the high-level areas that I need to take a look at.

I agree that some areas of the documentation still make Addressables seem like an “advanced” tool, and I think having some “real world” examples and set-ups might help things. The fact is that people use Addressables for all sorts of reasons and the documentation could be clearer about that.

To set expectations: it’s going to take me a bit of time to action this and come back to you all with an update - Addressables isn’t the only area of Unity I write documentation for!

But please continue using this thread to provide any further feedback you have and I’ll try my best to get the documentation updated.

7 Likes

Consider polling on the most common local uses then! That should at least cover relevant areas.

2 Likes

Certainly want to second this one. I’ve struggled to find a good iterative workflow with Addressables and WebGL as the target.

Really I’m looking for a best practices workflow for Addressables and WebGL.

  • How can I properly simulate asynchronous loading while in editor?
  • Which Playmode script is best for certain test cases?

Hello @jo-unity.
A new Youtube video series about this topic would be great, and necessary, with a very, very granular approach because I consider this a topic has some complexity, and after watching the tutorial, a custom implementation may be done.
Also, Unity v 6.2

Hello @jo-unity,

Thanks for the much-needed update!

I remember coming across this post last year and found the attached cheat sheets really useful:

I think having something similar directly embedded in the documentation (with each setting linking to its own page) would be really helpful!

Two things I can think of right away and a general comment:

  1. A use case that talk about using a Remote Catalog generated from a totally different Unity Project and perhaps stored on Google Drive or something. This allows us to have a clean separation of the art team from the programming team and leads to better runtime changes in the art only. Issues with needing DLL’s or better yet making sure there are no scripts in your Addressables.
  2. Great advice on how best to optimize and separate assets into different groups. Seems like AI ought to be able to optimize this for us, but it is very tedious and time consuming right now with a fingers crossed that it helps.

In general, Addressables are a very complicated topic and much of the documentation is targeted towards noobs to get it running. Focus some on the expert please.

The thing I always struggle with is vague, technical, wording.

I think there needs to be a second description that clarifies things a bit more plainly, for newer coders.

Why can’t I load a group asset instead of creating a label to attach to the group and then load it?
Can I add an option to load one or more groups instead of a label?

1 Like
  • Should we reduce number of “Assets pulled into a build by an Addressable” or not?
  • Where those assets (“Assets pulled into a build by an Addressable”) going in? default one?
  • How to reduce “PersistentManager.Remapper” memory usage?
  • Put many of assets to groups can increase “PersistentManager.Remapper” memory usage or not?

Feedback since I just got addressables and Google Play Asset Delivery to work:

The documentation is outdated, borderline useless and was actually leading me a few times in completely wrong directions. Sample code is a joke.

It turned out that the process of getting addressables to work for Unity and even Android PAD is actually quite simple IF YOU KNOW HOW.

The documentation needs more diagrams, workflows and explanations. What’s an addressable, addressable pack, asset bundle, addressable bundle, play asset deliver bundle, group scheme, group whatever …

2 Likes

this is kinda how i felt, once i magically got it working there was almost a bit of me not sure how I did, but it seems to work the way I wanted..

1 Like