I would like to use Addressables only for memory management, I actually dont need the functionalities of asset bundles and content update. So it would be fine if all assets are inside the build and not seperately packed into an assetbundle. As there is a possibility for the Player to load addressable assets from the AssetDatabase, I thought maybe this is possible in the final build as well.
The reason I need this is because its takes 10x longer to create the addressable build than the whole iOS build, and I can’t figure out why. I guess its due to my project structure containing lots of prefabs with deep nested hierarchies, and the dependency check takes forever. This makes addressables unusable as its necessary to test on devices frequently.
Just fell on the same issue. Kinda rough to convert an entire project just to find out the loading is gonna take 10x longer on a build using that new feature.
Addressables doesn’t know anything about assets in the player. They operate using different mechanisms and we cannot access the data. Only through the use of Resources, but it is better practice to have Asset Bundles that are local to using the Resources folders.
For long build times with heavy dependencies, we have an option for “non recursive dependency calculation”. This is not on by default because it causes a change in the hash, which could affect users projects if they originally build without it and dont want users to redownload due to a different hash. This can improve build times.