First Scene Appear after Considerable Delay (Like 10-30 seconds)

Hi,

I’m using Addressables for local assets only (text content, fonts, localization data). However, when I build the app and run it on Android, the first scene takes 10-30 seconds to load, which is quite long. I suspect this delay might be due to Addressables loading local assets.

What I’d like is for the first scene to load immediately, with local assets being loaded as needed afterward. Currently, my bundle mode is set to “Packed Together” with LZ4 compression.

Could you please advise?

Try profiling to see what part is taking so long, then you can experiment with the various addressable group settings.
See if you can reproduce it in the Editor by changing the playmode to Use Existing Build.

1 Like

So i tried with Addressable portion checked on and i can see on frame 1 addressable starts loading.
How do i by default stop them in loading? I want to initiate download myself this way user wont see dark screen and then my first scene (sorry for bad english)
and thanks for your support , you are awesome

Update 2:
I added an empty scene in the project which uses local addressable, and still addressable auto initlaize and i dont know who is initializing it. How can i stop that? thanks

What version of localization are you using? As soon as a call is made to localization it will trigger the loading however this should not cause the delay in your first scene, it loads in the background and should not block the main thread.

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Its an empty scene, with canvas and image and no script and yet following addressables are loaded. Just so you know im using local addressables. Unity is 6 Preview 21 Patch , Addressable 2.3.1 and localization 1.5.2.
Still someone is triggering Addressable.InitializeAsync but even debuging doesnt show as in previous screenshots

Update: More Info

Does this also happen in the player? In the editor its possible the loading could be triggered by some editor code such as the language selector we show in the GameView.