I have compiled a few questions regarding Addressables and how to properly handle some edge cases:
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What is the best way to override how Unity downloads bundle files?
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Is it by overriding a class/interface? Should I replace the default object somewhere? Etc.
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Is it possible to add authentication/token parameters to the URLs when downloading bundles?
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What about using multiple endpoints with content replication?
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What files must be commited on the version control system and which ones can be safely ignored?
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Must I commit Assets/StreamingAssets/aa/* auto-generated directories and files?
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Are addressables bundles’ hashes deterministic? Even if I don’t share any library folder across different machines?
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We are planning on building our addressables bundles without including hashes on the file names. So for content updates (and same arbitraty bundle version) we could just replace the uploaded bundles.
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It’s currently not clear how caching works for the Addressables system. If I build new bundles and most of the bundles don’t change (same hash), will the runtime player detect this and keep the cached version?
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Are cached bundles deleted from cache automatically when the user downloads a new version?
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How to properly check if an Addressable is cached? I have found this topic , but will “Addressables.GetDownloadSize” work if the user is offline? What if I want to delete cached files, how should I do that?
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Assuming that the platform is the same, are Addressables’ bundles compatible across different Unity versions? “How” compatible?


