Hello,
I’d like to know if Addressables can address the following scenario :
Players can create artistic content for the game (skins, icons, vfx, …). Do to so they would :
- Open a template Unity project that I would provide.
- Setup an asset they want to add to the game by respecting a provided setup (some monobehaviors are provided in a separate package that the game also uses).
- Makes their assets addressable.
- Label them (if required?)
- Build the addressable locally into a bundle. (they will later upload that asset using the game)
- Start the real game executable, and login into the game.
- Upload their bundle using an asset upload functionality provided by the game.
- The game add this new assets in its database.
- The game load this asset when required (depends on what the game want to do with this asset)
I see how this can be done with asset bundles, by forcing a nomenclature, and searching inside a bundle for specific assets names.
I didn’t find yet how to do this with addressables.
Thanks!