Hello there.
So, I’ve run analyzer. It showed me dup bundle deps. What does it mean? And how can I fix it?
Hello there.
So, I’ve run analyzer. It showed me dup bundle deps. What does it mean? And how can I fix it?
Click the Fix Selected button. It will automatically assign all of those dependencies to an address and place them all under one group (Duplicate Asset Isolation). You can then go to that group and set the build/load path (it uses the default localbuild/loadpath).
Thanks. But what’s about unfixable rules?
Prefabs from addressable use TextMest Pro. But it’s also needed for other Built In Prefabs. So, what is the best solution?
I believe that occurs because you have addressables having dependencies on assets and you also have built-in scenes that also have dependencies on those same assets. So they get built into the engine and they also get built into your addressables, thus duplicates.
I think addressables should be able to address assets that are built in to the engine, or be able to set addressables to specifically be built into the engine. Right now, you can use local build/load path, but that still doesn’t build it into the engine like they do with direct references.
The fix for this, which is how I think the addressables team wants everyone to adjust their workflows, is to either make your scenes addressable (thus its dependencies can be fixed), or convert your built-in scene assets to addressables and load them at scene load (you can do this with a loader monobehaviour that has a list of assetreferences and loads them in Awake).
I’m still pretty new with addressables myself, so if I’m wrong about any of this, someone please correct me.
The best solution here is to make whole TMP as addressables, so all other addressables will use it. But, anyway, there will be 2 copies of TMP (in addressabels and in resources).
Text mesh pro has resources folder and load assets using Resources.Load, so it’s not possible to completely move it from resources to addresables )=