So I’ve been trying to convert my project to Addressables ever since heard about it 1 month ago. Almost annoyed that I did not catch this feature earlier. I love the idea and at my previous job at Stunlock Studios we actually developed a very similar system (in Unity) back in 2016 for Battlerite, although way less features over all. I think this is overall an excellent way of handling assets and I think that on paper, Unitys approach seems very good!
But almost nothing works for me. I’m going to run down a few things I can’t get to work and then a bunch of questions. It’s quite late for me, so maybe I will miss some details or just ramble a bit, but I just need to get this of my chest and try to get some answers before I go mad.
The first issue is that generally I can’t change any settings related to Addressables after first run or so. For example, if I use the “[PrivateIpAddress]” key in “LocalLoadPath” and press play for the first time in a fresh project, I get:
UnityEngine.AsyncOperation:InvokeCompletionEvent() (at C:/buildslave/unity/build/Runtime/Export/Scripting/AsyncOperation.cs:21)```
And my Hosting is turned on, Play Mode Script is in "Packed Play Mode" and my assets are built. So not only does a fresh project not work with Editor Hosting of assets, if I change to "[PrivateIpAddress_1]" in my Local Group settings, Save Project and then press play again. My log will say the exact same thing with the same IP. Only if I delete the Library folder and restart Unity will it change, this problems applies to most Settings. I fully expect this to just be something simple that I missed, but I read every docs I could find, and I have not found an answer.
**Then secondly** we have the fact that I can't seem to get the Hosting to work at all. I **maybe** have managed to get a build to run from it, but then I stopped the Hosting Service and it still worked? I guess there is caching somewhere, but I cant find that either? But since it worked without the hosting running, I presume it did not load assets from it... So I've done the following:
1. Created a custom Addressables Profile with the LocalLoadPath set to "http://[PrivateIpAddress_1]/[HostingServicePort]" (And build to ServerData/[BuildTarget])
2. Set my new Profile as the active one
3. Made sure my Local Group has the right Build and Load path (the one with the IP address)
4. Marked my test asset (a ScriptableObject) as an Addressable and put it in my group
5. Made a build with my Addressables Profile Active
6. Build my assets, (Build -> Build Player Content)
When I start my build, the Hosing Service does not even notice my build trying to contact it, let alone loading assets from it.
**Third, some questions**.
Can you run from your Editor Hosted Assets **in** the editor itself? My understanding is that Packed Play Mode does this?
Can you rebuild assets to you Hosting Service and load the new assets into a build without restarting the running Unity build/player, or do you have to restart the player? (Nothing of this worked at all for me btw)
In AddessableAssetSettings, what does "Build Remote Catalog" do? I've tried messing with that, but it did not do anything for my problems.
I'm sorry this is sort of rambly, but I honestly don't event know where to begin to get help with this. Nothing works! I haven't even covered half of the stuff I've gotten stuck on. It's beyond annoying since all concepts makes total since to me after working with a very similar system for 3 years straight.
Thank you for any help!!