Packaging content with Addressable Assets | Open Projects Devlog

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Games have tons of assets, and they need to be packaged and loaded in a smart way to provide a smooth experience for the players. In this fourth devlog we explore how we did it in "Chop Chop" using the power of Addressable Assets.

🔗 Get the demo on Github (Unity 2020 LTS and later): https://github.com/UnityTechnologies/open-project-1/tree/devlogs/4-addressable-assets
🔗 Addressables now support synchronous loading: https://blogs.unity3d.com/2021/04/14/find-out-whats-new-for-the-addressable-asset-system/
🔗 If you use Addressables for live content, DLC, skins or IAPs, check out this talk: https://youtu.be/THs7h-wXHBg

⭐ Join the #UnityOpenProjects forum! https://on.unity.com/35UzPEp
⭐ Github repository for Project #1: https://on.unity.com/3kBcCLD
⭐ Check out the roadmap for Project #1! https://on.unity.com/3hMBH4F

Open Projects are small, open-source games where the community can collaborate and contribute to the entire game dev journey.

0:00 - Intro
0:34 - What are we trying to solve?
1:44 - Asset Bundles and Addressables to the rescue
1:59 - Defining the scene layout strategy
2:37 - Addressable Groups produce Asset Bundles
3:38 - The promise of a reference: AssetReference
4:21 - Solving asset duplication
5:53 - Next steps
6:16 - Join the development!

#addressables #assetbundles







Tags:
Unity3d
Unity
Unity Technologies
Games
Game Development
Game Dev
Game Engine
content loading
addressables
addressable assets
addressableassets
DLC
downloadable content
mods
modding
asset bundles
assetbundles
in-app purchases
iap
in app purchase
content delivery