Loading Assets with the Addressable Asset System - Trash Dash in Unity 2018 (Update!)

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the system comes with a window that shows all of our addressable assets we can open it by going to window asset management addressable assets the system will offer to automatically convert your asset bundles into addressable --zz let's ignore this for now so that we can learn how to do the process manually first with the window open let's select create addressable settings to begin storing all of our addressable settings when selected we can see that an addressable assets data folder has been created for the project we can see in the addressable window that we have a default local group created to store our addressable --zz if we select a character we can tick the addressable checkbox on top of the inspector to make it addressable we can now see that it has appeared in the default group we can also simplify the addressable asset address this address is used to load the asset encode decoupling the path of the asset from how we load it let's do this by changing the path of our cat asset to simply cat this change also updates in the addressable x' window in our addressable x' window groups are actually asset bundles with settings on how they get loaded or packaged we can create a new group and drag and drop assets between them to organize where they get bundled let's define a group for assets by right clicking inside the addressable window and choosing create new group local pack content this will create a local group we can now simply drag our assets into this group which we've just created let's track our vacuum character into this group this will automatically make the asset addressable groups creates a new dresser bowls window can either be local or remote local groups are built and copied in the streaming assets folder so they can be added to the on disk streaming assets folder with the game built remote groups have parameters to define where they get built for example a folder automatically synced with a server and the URL where they can be found this means that the system knows where to download them their usage is then transparent from a local bundle if an asset is requested which is in a remote bundle the system will download and cache the bundle this means it doesn't have to be redownload it next time unless it's more recent and therefore needs to be updated it can then be loaded in the same way that a local group can in the addressable window you can also label your assets labels allow you to link assets together even across groups you can load assets by label and the system will load and return all assets with the given label including downloading the bundles that they are in in trash - let's add the label character to all our characters so we can load all characters with a single line when the game starts we can do this by clicking on the drop down in the labels column of the addressable window and typing character in the new text box let's press return to save this will now create a character label the label will then be added to the drop down list and we can select it for use with other assets now to code-wise the addressable system also simplifies a lot of what we need to do we can remove the asset bundle manager we originally were using as the addressable system takes care of building the bundles for us secondly instead of enumerated bundles and triaging them we can simply call addressable load asset in the character database this will give us an async operation we can register to get a callback for each character loaded and add them to the database as they get loaded no matter where they come from locally or remote as you can see address the pulse give us much more control over our asset bundles making it easy to create them and also making them much more efficient to use you can get started using the addressable system and the lightweight vendor pipeline now by downloading unity 20 18.2
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Channel: Unity
Views: 40,940
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Keywords: Unity3d, Unity, Unity Technologies, Games, Game Development, Game Dev, Game Engine, unity, unity 2018, unity trash dash, unity trash dash new, unity lwrp tutorial, unity lwrp, unity lightweight render pipeline, lightweight render pipeline, unity srp, unity trash dash tutorial, unity 2018.2 trash dash, unity lightweight render, unity trash dash game, unity free game, render pipeline, render pipeline unity, addressable assets unity, addressable assets, addressable, assets, asset, 3d
Id: dKYuyKoKU14
Channel Id: undefined
Length: 3min 55sec (235 seconds)
Published: Wed Aug 15 2018
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