Hello guys,
we want to create our Addressables server but we want to have something securised and not only a simple HttpService.
Does IHostingService allow us to create our own service with something securised for example with a login and a password ?
The current documentation is quite light and it’s hard to know if we can create really everything we want in the current Addressable hosting service state.
Is it (will it be) possible to have some custom field in the Hosting Service window like Auth / Password which are for me something quite usual in this domain ? I think we can create our own (if your services allowed us to do it) but given that this is something commonly used by developer it could be something native.
Maybe others entries that I forget.
Any information could be nice before we start trying this.
The current implementation of HttpHostingService is designed to be as simple as possible for the primary use case as a development service only - it was not intended to be deployed as a production hosting service.
I think the requirements you’ve listed can be expressed by implementing your own IHostingService. The caveat would be that you’ll need to implement a matching IResourceProvider that understand how to talk to your custom service.
Over the coming weeks/months we’ll be providing demo projects that you can use as starting points for these kind of scenarios.
Yes we probaly hosted our asset on an AWS why ?
I downloaded the AWS unity SDK to figure out what I will need to do to manage all that AWS stuff in Unity and to make it works with Addressables assets…
I’m really lost here, I just downloaded the package from the Package Manager, the version I’m using is 0.5.3-preview
I’ve watched these two videos
and in both of them you have a editor hosting working, in the videos there is no explanation on how to setup this stuff, even more the package as it is downloaded from the package manager, only contains a “Default” profile, while in the Unite videos you have multiple profiles and everything seems to automagically work, I’m I doing something wrong? Do I need to download a set of profiles from somewhere else? how do I configure properly a editor hosting to start testing this thing for remote groups of addressables? where and how are the magic link paths generated such as:
hopefully that’ll get you pointed in the right direction. Beyond that, we are working on adding some detail to the docs, and making some better sample projects.
Hi Bill, thanks for your answer, actually I’m blind or an idiot, because I checked that same manual multiple times but never found that page about hosting services before, unless it is recently added.
So I just finished reading it, and it clarifies a lot, I will try and do a test project following those steps and see what I get. What I would really love is to have a hands on tutorial (maybe a youtube video) where I can see someone implementing from a fresh new project an http service and making it work locally, that is a first step, secondly a tutorial of someone creating a very basic custom http service or IHostingService, and making it work from the ground up, those kind of tutorials are a really good kickstarter for people that are completely new to some module or feature of unity, like in my case and many others where the addressable system is a completely new thing. If I have to vote for something I think a 20 minute video doing this stuff is more self explanatory that many manuals, because a lot is still to be told and be explained in that addressable assets manual, anyways I know you are working hard on this feature and is in a very initial state to waste time making tutorials where the functionality and steps may change completely in a few months.
If I get more doubts about the procedure I’ll follow this forum for help, thanks again.
UPDATE: I made it work, a test project wich has a floating cube that replaces its texture at the application start with an AssetReference texture, which is remotely hosted, even I tried updating the texture and then doing a Build For Content Update and it worked perfectly, even when the hosting service is off, the built player still loads a cached version of the most recently downloaded asset.
some questions arised during this testing, the ones that come to my mind now are:
the addressables_content_state.bin file, this one is created under “Assets/AddressableAssetsData”, I had to figure out that when you either do a Prepare for content update or a Build for content update the Build File Dialog asks for this bin file but the manual says that asks for a player build folder with the file inside, so I just copy pasted it inside my already build player. So… is this file really needed to be copied to the built player folder? the dialog is not explicit about that. Also at which point this file is generated and when it gets deprecated? I mean is it overwritten every time you do a “Build Player Content”? and if so, should I copy paste this updated bin to the built player again?
seems that after a couple of content updates, the player cache starts to pile up old versions of the same content (in my case since I’m building for windows, the " %AppData%\LocalLow\Unity\DefaultCompany_TestAddressablesProject " folder is starting to have a lot of subfolders such as “remotegroup_assets_all_00c2f034c1…” which I guess are the different versions of the AssetBundles containing the texture, cached over time.
How do I manage these downloaded content? Can I ask the system to keep the latest version cached and delete the unneeded ones? this might be a question related to some AssetBundle API but since I’m new to those too, I’m not sure.
btw once I have all this beginner level stuff sorted out I plan to do a tutorial or a guide so newcomer people have another source of knowledge, hopefully that will help reducing the number of devs asking for the basic things.
no, I just did a test following the steps in the “Hosting Services” part of the manual, people at my job are asking me to implement this for a dedicated server that can be run in a dedicated PC or even an amazon server, so I hope more info or tutorials appear in the next few weeks, I’m sure they made it easy to extend and make modules o custom services through their API and interfaces, but until we have a more complete documentation I’m pretty much depending on IntelliSense and guesses to understand the machinery.
Hi, Any sample project available about setting custom hosting service? The document is not much explanatory
I want to know if I can host the addressables on Amazon EC2 server?
Hey, I’m trying to achieve the same goal “hosting addressables on distant/dedicated server like AWS”
Please let me know if you have completed this already. Thanks!
@roshaantariq You can host the addressables on any indexable public space. It’s just a folder with a bunch of files and a URI pointing to this folder. As long as the folder is accessible it should work - also you might need to configure CORS (e.g. WebGL).
I think there is a big difference between 1) hosting the generated files in a public space (FTP, dropbox or whatever) and 2) hosting the headless running Unity editor which is running itself the server who provides the specific service that the Unity Player installed in whatever platform needs to get the actual correct asset bundles etc.
From reading this thread, I think there’s some general confusion about our hosting service, and the ability to create custom hosting services. The hosting service is a service that creates an HTTP host running from the editor for testing & emulation purposes. The reason to create custom hosting services is if you need this emulated server to do things like require authentication or do some other thing your real server happens to do.
Hosting your content on a real server is completely disconnected from that, and unfortunately not something we can help you with right now. We build the content, and emulate a server for testing, but setting up, uploading, and configuring a real-world server on AWS or other is currently up to you.
update: we figured out that we can host the files generated by the addressables system (the catalogs, hash, bundle etc files) in an amazon S3 server, if you configure the LocalLoadPath and RemoteLoadPath to check the url of the server it will work perfectly, so I was confused because I thought that the http hosting server that is there by default was doing something else than just serving files, that’s not the case, you can replicate the same functionality in any file hosting service/server I guess. but yeah if you need some complex stuff like authentication in the server side, I guess then you will have to mess with the API and interfaces to create a custom provider in the client that knows how to deal with your custom server API. btw I have almost zero experience related to networking and servers, so probably I’m saying obvious stuff, sorry
hey @Cleverlie did you wrote any custom provider class or did you just changed the load/remote path to server path? Can you please write up the steps you followed to achieve this? Thanks much!
I’m still confused. The documentation states: “Hosting Services provide an integrated facility for serving packed content, based on the Addressable Assets configuration data, to local or network connected Unity Player builds from within the Unity Editor.”
This gives the impression that Hosting Services - in the general sense - are for testing only. If that’s not the case, and Hosting Services are for use in production too, then please update the documentation.