My issue with using addressable is the excruciatingly long resource & scene load times. We use addressables for specific type of assets and scenes… We dynamically load resources only if needed. But the loader seems to ALWAYS validate every single loaded resource’s version to the remote server EVERY time LoadAssetAsync is called, even tho the bundles already being cached and guaranteed to be up to date (because we have implemented game updater module). This validation seems to increase load times significantly…
So is anyone aware of any workaround? What I wish I can achieve is to only validate all resources versions on game updater module (which we already did properly), and skip the validation part of LoadAssetAsync/InstantiateAsync. One way I’m aware of is to preload everything on beginning but that’s not possible because we want to load resources dynamically, for optimal memory usage.
I tried changing “Asset Bundle CRC” checking to excluded already cached bundles, but it doesn’t seem to help. Any other ideas?
Thanks in advance!
EDIT:
Actually, I only assume that it’s caused by version validation (I have no idea), but if it might be caused by other issues please let me know.