Hi!
I need some help with understanding how to do stuff in the addressables.
I have two projects,
the first with the sources of asset bundles and
the second which uses the bundles built by the first project.
Also, I have a list of all prefabs in each bundle, generated by the first project, which is used by the second project to realize where to get requested prefabs.
Now I try to migrate the projects to the addressables and I have difficulties to figure out how to integrate the addressable list without related prefabs in the project. Is it even possible?
So what you’ll need to do is make sure your project which uses the content built by Addressables has access to the catalog built by the project with the asset sources. You can load new catalogs at runtime with Addressables.LoadContentCatalogAsync(...) which should allow you to use the content catalog and data built with your other project.
Thank you for your insights. I was able to create an addressable bundle and category JSON file and moved the JSON file over to the codebase unity project.
I can see that loading the category is working… and I can see the keys and all but I cannot load any assets after this… I have searched around and still stuck… I feel like I am missing something… any suggestions? I have moved the asset bundle that the content project created to a remote server and I see the remote server address in the JSON category file.
I just went through multiple similar threads, all with the same question expressed here and there is literally no answers. Daily reminder that Addressables was posed as a flexible universal solution to such approach. Think about it for a second.
Ensure that all AssetBundles from your second project are uploaded to your server.
Make sure Addressable Groups in your second project aren’t set to LocalBuild/Load paths
Make sure that you have Build Remote Catalog turned on in your second project and that the remote catalog is the one you’re loading in your main project. If you load the local catalog of the secondary project it’s not going to work (without a very specific setup and likely a bit of manual copying AssetBundles)
There isn’t really any documentation about how to use multiple project setups because we originally didn’t officially support it. I think we’ve added a few blurbs in the docs but we don’t have any dedicated manual pages. We’ll change this in the future and hopefully get some useful docs that explain how to use multiple project setups more clearly.
And, as always, if you feel like what you’re seeing is a legitimate bug please do file a bug with your project if you’re at all able. A good project goes a long way to help us fix issues.
I’m also trying to get a version of this to work correctly. I have a bunch of WebGL games that use Addressables, and they all work fine. What I’m trying to do is a build a config project that tests the time it takes to load up one of the Addressable scenes from the other projects. I’m starting a timer, loading the scene catalog asynchronously, waiting for completion, and then trying to download asset dependencies. However it keeps looking for the bundle at the URL from the config project, instead of from the URL where the newly loaded catalog is from. “configurl/assetpath” when instead I am looking for “newcatalogpath/assetpath”. Is that possible to achieve?
do you cahnge the line with “resourceLocator.Locate(“Cube”, typeof(GameObject), out IList locations);” ?
you should use your own Address(string) to locate.
Hi, when I execute " Addressables.InstantiateAsync(resourceLocation);", I got error:
Unable to open archive file: Library/com.unity.addressables/aa/Windows/StandaloneWindows64/6465c1a6ac1c936823b4e643669314df_unitybuiltinshaders_5a453e079aea0b5b1703241592334b62.bundle
have you ever met this before?
I use a remote server.
Hi davidla!
Can you explain how to set two project more detailed?
I create 2 project and want Project A load Project B’s Asset bundle on a Remote server.
I can get the catalog but fails in InstantiateAsync().
Console told me the file can not open:
Unable to open archive file: Library/com.unity.addressables/aa/Windows/StandaloneWindows64/6465c1a6ac1c936823b4e643669314df_unitybuiltinshaders_5a453e079aea0b5b1703241592334b62.bundle
I guess it’s a problem with my settings, but I can not figure out where.
Both Addressables settings turn on disable update catalog and build remote catalog.
and all other setting are same.
I try serveral different setting combination but no one works. error is same all the time.
According to the path, it’s seem that the bundle you want to load are marks as local bundle inside the addressable build. In order to load bundle from other project, every group must choose REMOTE LOAD PATH as the load path
Thank you. but I try to make the Loading-Project’s group all to remote load, but still happens, really confused.
I’ll try again.
thanks again, love your cat!
I figure out finally!
When I’m in Loading-Project, I need to build Addressables Group(even it is empty in this project) to get into Play mode(Using Use Existing Builds Mode in addressables), and Unity did not create a AB file to Local Load Path( equals to Local Load Path).
And When I want to load remote assets. it will first check the local ab file, if it doesn’t exist, it will stop and give me an error.
So solution, I copy the local ab file from Building-Project to Loading-Projcet, and it goes well(the file name is same).
Yeah I didn’t mention that the Project that you use to load from other project need to build the addressable too. I find this really confuse first time around.