I just started implementing Addressables.
I managed to hook it up with a simple PHP + MySQL system, with user login, item database and purchase log.
Now I’m trying to implement a system for checking cached bundles and I encountered a behavior I don’t fully understand.
Before any of the items are purchased, all bundles display correct size in bytes. But once I purchase some of them and download them, the purchased ones show 40kB of (remaining) download size. Now when I purchase all of them, they all show zero.
I tracked down the 40kB number to correspond with the size of the one extra bundle generated when building Addressables, that contains Unity Builtin Shaders. I assume it’s the shader used on the materials used by the other Addressables.
What I don’t understand is why it’s built in the first place. It’s not part of any group, it’s built automatically. And second, why it adds 40kB of download size for bundles that were already downloaded and are cached.
Because of this, I cannot rely on the download size to be zero as a give away of the bundle being cached, as this is only the case when all bundles are already cached.