Load another LOCAL catalog

I have a application project and a separate content project, and I’m trying to do the following:

  1. content project deploys a remote catalog on Unity Cloud Content delivery - works perfectly :heart: thanks Unity, you rock!

  2. content project also builds some addressable assets that should be packaged locally with the other application

The released application should load its own catalogs (normal addressables) but load the second local catalog first (Tutorial Maps / first Episode etc.), and then look for remote content only later.

Please help - what’s an approach here? There has got to be a simple way…

Stuff I tried:
Instead of moving these assets over manually (dependency hell…), I want to put them into a local addressables bundle and load this local catalog in the application project.

Letting the local groups use a local build path inside StreamingAssets (and copy that folder structure into the other app). But… there’s no catalog. Where’s the local catalog?! And what precisely is in it? :slight_smile: I’d like it to be oblivious to the entiirety of the remote content.

There’s one in the content project’s Library/com.unity.addressables/aa, but… I need that to be part of the application project, Library is ephemeral.

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I’ll try the following today:

  1. Write a tool that appropriately toggles the “Include in Build” flag for Remote and Local Addressable Groups, and switches between two Profiles. This way I can generate two catalogs (perhaps). But somehow when I don’t include a group in build, it still has dependencies - at the very least, it should stop the build and tell me the dependencies aren’t satisfiable.

  2. Create an asset bundle only (and load that “manually”), problem here is that I use an AssetReference to a Scene in some of the “to be local” assets, and these Scenes thus need to be addressable. Inheritance might help with that, but feels convoluted as a solution.

  3. create a .unitypackage to move inbuilt assets over; however this requires me to completely unpack all prefabs in the relevant scene(s). Is there a way to tell addressables to ignore certain dependencies? I mean it does it for scripts, these don’t get packaged…