Using addressables with PolySpatial

Hi,

The newly published roadmap made us realise that addressable aren’t fully supported yet, what left us wondering about two things:

  1. We’re loading assets from addressables a lot and this worked without any problems so far. Is this expected?
  2. We’re experiencing memory leaks that will crash the app after 1 to 2 minutes, just as described in this thread. Could this be caused by using addressables? Maybe problems with unloading assets?

Thanks for any information!

Great to hear! The main thing we’re aware of being missing from addressables/asset bundle support at this point is the ability to load custom shader graphs from them. If you’re not doing that, then it’s not too surprising that they work as-is, but please let us know if you run into any other issues with them, as we’ve only done limited testing. For shader graphs, as described in this thread, we plan to release a stopgap solution that will allow using shader graphs on objects in asset bundles as long as the shader graph is present in the base project.

Also, if you’re using VR (immersive) mode, then this doesn’t apply; we only need the extra data for shader graphs (MaterialX exports) in MR (bounded/unbounded) mode. Addressables/asset bundles should work fine in VR mode.

It’s hard to say without more information, but we think we’ve identified the source of that memory leak in particular. @mtschoen has a workaround for now (linked in that thread), and we will be including a fix in a bugfix release.

That’s great to hear! We’re using the MR workflow and so far we haven’t been using any graphs, so I guess we’ll be safe.

And I hope the workaround will fix the crashes in our projects as well.

Thanks for the information!

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