Loading scenes from other project with addressables

Hi guys.

I’ve got another problem currently: I’m loading a scene from a different project and have not only assets, but also scripts which need to be loaded.

Now I’m loading the scene, but all my scripts (which are not in my main project) are missing. I’ve added all my script assemblies to my link.xml file, but they seem still to be removed (or simply not included?).

Is this something Addressables should be capable of? I could achieve it with normal assetbundles, so I would expect that Addressables would offer a similar feature.

Thanks for help,
Patrick

Did you ever find an answer or a valid solution to this? I would love to know how you tackled this.

I have been trying to do the same and did get the scripts to work. You need to have the scripts in both main project and the content project. Things seem to work but I am still trying to figure out if this is ok to do and I will not run into any issues.

See here: https://discussions.unity.com/t/814277

Yes. In my case the scripts were included in a DLL so I had to first load the DLL (from an assetbundle) before loading the scene.
This is the same as with the old assetbundle build mechanism though. My assumption that the references to DLLs would also be resolved with Addressables was wrong.

I have been trying to figure this out for a while now. Thank you!

Could you please elaborate on this part?

How do you load DLLs and how do you include thse into the asset group?

Also, how did you create these DLLs? did you create them in the main project and move them to your second project and then include them back into the asset bundle? OR can I have new scripts in the second project that the main project does not know about and still load and use them at run time?