I have a group that bundles assets separately. There is 3 assets in the bundle. I do a build, and upload all to my server. Perfect.
What is the workflow going forward? Am I expected to keep these asset bundles around on my local machine when doing an asset bundle build for a content update (say, 2nd asset in the bundle has been modified but not the others, so asset bundles 1 and 3 are the same but 2 is different)? If I delete the asset bundle files, and do a build for a content update using the bin file, it seems to output all 3 of the asset bundles again, with 1 and 3 being āthe sameā, and 2 having a new name as itās contents have changed. Is this āsafeā ? Are the old asset bundles needed āfor referenceā by the build pipeline when building for a content update?
Lastly, what is the recommended approach to keeping the bin file, err, in sync? Do I commit it to source control with the rest of our assets? Thingās seem very error prone and loosey goosey, so I thought I would nail down/figure out the expected workflow before I start using this stuff!
Hello? Bump? The silence doesnāt give me much confidence to persue addressables! The documentation is lacking and a lot of it is a mystery. I understand the devs are busy working on the asset, but if you want the system to be adopted by more people you canāt just leave everyone in the dark.
Should I open an issue to get some eyes on this? My only means of seeking help on this is this forum category. There is literally nowhere else.
I am interested in that matter as well. Also Iād like to know how to approach addressables update after uploading game update via AppStore/Steam. Do I use previous bin file or the new one? Does it make my game to redownload everything or just the things that seem to be changed?
This is the work-around i am using at the moment (requires disabling crc check and setting asset bundle names to āfilename onlyā)
Having done this it seems that you only need to maintain the .bin file to build the content update.