Hi! I’m trying to understand the “right” way to update content in my game. I read all Addressables documentation and experimented with API, but I still have some questions.
What I’m trying to achieve (ideal case):
start application
initialize Addressables
check for catalog update
if so, update catalog
then check, which keys/bundles I need to update/download
clear cache for that keys
download and cache bundles
But unfortunately I can’t find the way how I can understand, which keys I need to update
The only way I found is:
grab the updated catalog
iterate over all keys and call GetDownloadSizeAsync method for each key
collect all keys with return value greater than zero
clear cache for all that keys
download bundles for that keys
This looks like a working option, but it also looks like not super efficient, because I have thousands of keys in my catalog.
Is there more common and not so tricky way to do that?
The general idea is probably that you use groups and labels to refer to many assets at once. If that doesn’t make sense for your use case, iterating over all keys might not be such a bad idea.
Same situation here. I couldn’t find a proper way to handle content update. After updating catalog how can I download updated and new asset bundles? Any update on this?
Hello. We’re also looking into this at the moment, and as the other have alluded to it may make sense to figure out how you want to bundle your assets first. We’re bundling by feature directory. So a pack of assets for one feature or theme and labelling that directory for that theme.
As for the catalog file, I am following you. I was testing this remotely via Google Buckets and could only seem to get the catalog update functions to work occasionally. Now my local builds are broken, so no more testing yet (in another thread). Docs are really poor on many cases, so it is a lot of trial and error.