Comments (13)
The addressable update is currently pending review. As soon as the review is complete, it will be merged into develop, and a 2.10 RC version will be released. Pending no major issues, it will be released to the asset store after a week. It is a major change, and consolidates the libraries and adds automated loading/unloading of items. This provides significant memory savings. It has been tested in Android, Windows, WebGL, and should not have a problem on other platforms.
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Currently the plan for the next major release is to consolidate the libraries and global library, and back everything with addressables. This will necessitate moving the minimum version of unity to 2018.2 (we'll probably move it to whatever the LTS release of 2018 will be)
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Thanks
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Any rough timeline on that version?
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Not at this time - to do it right makes it a much bigger project than it probably sounds. My guess is somewhere in the next 6 mos.
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I've been getting into addressables lately, and can easily see that.
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After I looked into it a little more I think I took the asset bundle manager being deprecated, as asset bundles being deprecated, so i was off in that.
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FYI - after 2.9 is released in the next few days, development will begin on this feature.
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Feel free to reach out to me for any testing you need, I can make myself available as needed.
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Do you have any news?
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@Jaimi so, how to use it?
I have addressables paths to RaceData, Slot, Overlay, fbx file, texture, UMAMaterial, UMATextRecipe and I have DynamicCharacterAvatar in C#.
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@IvanMurzak - of course you're free to setup paths/labels and manage the addressables yourself. If you do that, UMA will not know anything about it though - you will have to manage them, and let UMA know they are loaded, etc. If you let UMA manage the UMA addressables (as outlined in the documentation), then it will label things based on their recipes, and load & reference count items. Note that by default UMA only loads/unloads by label by recipe, and recipes are holders for slots/overlays (& textures).
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Related Issues (20)
- when I drag fbx files to slot builder , have a error and can not creat slots. HOT 4
- When I Create a new Race , I have two errors. HOT 6
- Hair Shader issue in Universal Render Pipeline (URP). HOT 1
- I want to use addressable to load UMA ,I need which data to add to addressable. HOT 2
- I suggest If the same model without any reciple , Can it be optimized to only use 3 RenderTexture instead of 3 RenderTexture per model ,used for monsters in the game ? HOT 5
- Create Mesh Hide Asset and Get a error.
- Add event to DCA: Character Starting HOT 1
- DCA Script in inspector disappears HOT 1
- RenderTextureConversion? or Texture2D quality?
- version on 2.13 alpha 2 on Android Platform have a bad rendering. HOT 3
- BlendshapeDNAConverters can't work HOT 1
- How to apply Recipe when controlling BlendShape with an avatar created with DAZ? HOT 1
- Is there a function for the order in which clothes are rendered? HOT 2
- UMA Renderer resets Layer to default when cloth recipe is removed HOT 2
- UMA Data Inspector - Unable to find SlotDataAsset: MaleLegs HOT 3
- Creating a slot, creates 2 slots. HOT 4
- Unused reference resources like textures not being excluded in final building app, which causes huge app size. HOT 2
- UMA Characters starts halfway in floor HOT 1
- Index is outside the bounds of the array exception on try to get all DNA Ranges to all aviable DNA's HOT 1
- Documentation link not working HOT 4
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