Hi there,
In my game using resources i have following structure
Script > Embeded SharedClass Applied to All CellPrefabs
Resources>Theme 1 > CellPrefab
Resources>Theme 2 > CellPrefab
Resources>Theme 3 > CellPrefab
As you can see, only the theme folder name changes, but rest of the inner data use exact same naming convention.
Now on runtime when user selects a theme i Resources.Load (“themes{1}/CellPrefab”), and then Instantiate that cell multiple time, destroy it and load next
How can i replicate the same behavoir with Addressables? For example how do i
1- load
2- then instantiate same cellprefab multiple times
3- then unload everything related to selected theme
And ideally i can “build” those theme folders and retrieve them from dropbox or something?
Thanks
NOW what i have learned so far
Change Theme folders (resources) to “Groups” in Addressables
1- use Resources.LoadAssetAsync, and then store the reference
2- simply Instantiate as usual
3- simply GameObject.Destroy as usuall and then Resources.Release (I’m not so sure here, if this is right memory management)
And related to “building” and loading those builds from network, will embeded C# class attached to those cell prefabs cause any issues on iOS etc?
Thanks