I’m using Addressables.DownloadDependenciesAsync()
to retrieve all the addressable assets on my game start, however it uses as much CPU % as it is able to, is there a more lightweight alternative to doing this? I want the game to primarily be offline with the exception of the update so using Addressables.LoadAssetAsync()
isn’t an option for me.
having same issues. even when i’m downloading from localhost, it takes forever and consumes all the cpu. it was working fine few days ago. so not sure what happened.