After getting the Addressables + Cloud Content Delivery + Cloud Build combo working, I have a few questions about how it works that would help speed up my workflow and prevent broken builds due to misunderstandings.
-
I’ve had builds that I configured incorrectly and they were not able to load asset bundles from Cloud Content Delivery. However, these builds still passed all unit tests in Cloud Build despite those tests being dependent on content within those asset bundles. With the build not configured properly to access the assets that the unit tests were reliant on, I assume that the unit tests are performed on a local build of those assets?
-
For Cloud Builds that are set to Content Only Build, are unit tests performed using a previous known good player build?
-
For Cloud Builds that are set to not have Build Addressable Assets checked, are unit tests performed using a previous known good content build?
-
If I create a new variable in my Addressables Profiles window, can I reference that variable in my other variables using the bracket notation? e.g. Some/Path/{MyVariable}/SubFolder/etc
-
I’ve read that square brackets are build-time and curly are runtime, does runtime mean I can swap out that variable using Remote Config?
-
Can I configure Cloud Build to not create a new Cloud Content Delivery release if the assets have not changed between two builds?
-
To clarify, if I make two builds and the assets have not changed, I would like to skip creating a new release in the CCD bucket. I am aware that I can uncheck Build Addressable Assets in my UCB build target however I would like to know if the process can be automated depending on whether or not my assets have changed. This may simply be me misunderstanding the intended workflow.
-
Where are assets stored after my player downloads them from their RemoteLoadPath?
-
I am testing load screens at the moment and would like to know where the asset bundles are being stored after download so I can download them again.
-
Only asset group schemas with Bundle Naming set to Append Hash to Filename work in Cloud Build and I have no idea why. Any other setting will cause a cloud build to fail building addressables on that bundle. Is this me misunderstanding of how the system works or a bug?
-
How do I deal with exceptions while loading content that does not exist? I though that it would simply make it so handle.Status was Failed but it throws an exception that I can’t catch because it occurs in a coroutine and I need to yield.
I’m loving this combo so far but due to the documentation not quite being all there I’ve done an enormous amount of trial and error this week. These are the questions I still have off the top of my head but I’m sure I’ll remember more things that I got working but didn’t quite understand why.