Hi there, we’ve been using Unity Addressables for a bit now, because it’s been recommended as a method to keep patch sizes small on certain hardware, and things have been going alright, but application launch times in build and in Editor have been increasing tremendously (We’re now at 1:30 minutes after a recompile or build launch).
I hope it’s a case of user error, and not the intended behaviour of the system.
Our uncompressed built application is about 600mb in size (400 mb of that are streaming assets), so even an old HDD should be able to load everything in a reasonable time, right?
We’ve split all content into 6 groups, which are loaded during a startup phase. Then we sort things into our own database, from which things can be queried during runtime. The sorting step is extremely fast, but loading each of the groups for the first time is agonizingly slow.
We have no textures with crunch compression enabled, and this behaviour occurs in Editor, too, after a script causes a recompile. It’s getting to a point where we are considering to remove the addressable system again, as iteration times have been suffering so much.
We’ve been using this guide here: https://images.response.unity3d.com/Web/Unity/{e334d0bb-f70f-4594-9c82-301b25866b12}_Unity_Addressable-Cheat-Sheet_Self-contained-PC-or-Console-Game_v2.pdf
Would love to hear if anyone here has some experience with this! And I hope there’s something I’m missing. Cheers