What are Addressables in Unity and How to use to them | Unity Tutorial

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  • Опубликовано: 4 фев 2025
  • 🕹️Website: skye-games.com
    ✉️Contact: info@skye-games.com
    In this video we go over a brief summary of what Addressables are in Unity then we dive into an example showing you how you can make use of them inside your games in order to bring super powerful experiences to your players!

Комментарии • 116

  • @squitz7056
    @squitz7056 Год назад +41

    please never delete this video!! its gonna make my life so much easier. absolutely loved it!!!!

    • @Skye-Games
      @Skye-Games  Год назад +6

      Haha Awesome!!
      I am so happy it helped😁

  • @D0N2709
    @D0N2709 11 месяцев назад +5

    Man, i was looking for the video like this for months. Thank you

    • @Skye-Games
      @Skye-Games  10 месяцев назад

      Glad I could help!

  • @hiephoangnguyen5360
    @hiephoangnguyen5360 Год назад +2

    one of the best tutorials i've ever seen so far

    • @Skye-Games
      @Skye-Games  Год назад

      I am glad to hear that!!!
      Thank yoy

  • @md.shahadathossain7641
    @md.shahadathossain7641 6 месяцев назад +4

    Simply Great Video with Clear Explanation. Waiting for the Video of Implementing "Loading + Download Progress Bar Mechanism" for Addressable Contents in Unity.

    • @Skye-Games
      @Skye-Games  6 месяцев назад

      I am glad it helped!

  • @jumprabbit8946
    @jumprabbit8946 10 месяцев назад +2

    This is a perfect tutorial.. I saw the tutorial 3-4 years ago and it was a problem because the UI was very different. Thank you for posting the video!

    • @Skye-Games
      @Skye-Games  10 месяцев назад +1

      Haha thanks for watching!

  • @magickomchanell4556
    @magickomchanell4556 Месяц назад

    this is a hidden gems! thank you Skye Games.

  • @sikeisdead
    @sikeisdead Год назад +5

    Best videos yet! Hope this RUclips channel grows a lot... Thanks a bunch💖

  • @Bogdan11512
    @Bogdan11512 5 месяцев назад

    Best!!! Simple, quick and easy to understand!!! One of the best Unity tutorials ever!!!!!

    • @Skye-Games
      @Skye-Games  5 месяцев назад

      Thank you so much!

  • @pasta8026
    @pasta8026 Год назад +4

    This has been very helpful for me! I'm subbing for this type of quality tutorials

    • @Skye-Games
      @Skye-Games  Год назад +1

      Awesome!
      Thanks for the sub

  • @omkarpatil2094
    @omkarpatil2094 3 месяца назад +1

    This is such a neat and precise video! thank you so much!

  • @godmode3611
    @godmode3611 Год назад +3

    Your tutorial is very fast and straight to the point. That is great if we pause and rewind =) . I think the only thing this tutorial needs is to teach how to manage unloading handles, asset instances and asset references.

  • @alpercizmeci4039
    @alpercizmeci4039 4 месяца назад +1

    Perfect explanation, thanks for putting this out

  • @GabrielAnciano-q9o
    @GabrielAnciano-q9o 10 месяцев назад +1

    Thank you for your help! The Unity Dashboard UI changed a bit so it got me confused. Thank you!

  • @KokapaGameDev
    @KokapaGameDev Год назад +2

    this is amazing so many information just in 9 minutes i love this !!!

  • @nikhildeshmukh3480
    @nikhildeshmukh3480 Год назад +2

    Tahnk you bro iwas banging my head in wall from last 2 weeks. finally its working for me and my collegue. Tahnks.😊

    • @Skye-Games
      @Skye-Games  Год назад +1

      Awesome!
      I am glad it helped

  • @phuthi5030
    @phuthi5030 Год назад +3

    very concise, easy to understand

  • @nnNothing
    @nnNothing 9 месяцев назад +1

    thanks, your video explanation is better than unity youtube team

  • @STR1451
    @STR1451 Год назад +2

    more videos please!! What is UNITY DOTS and how use it !!!

  • @shahzadmaher7668
    @shahzadmaher7668 Год назад +2

    please make more vedies on addressables

  • @shahzadmaher7668
    @shahzadmaher7668 Год назад +2

    Very helpful keep it up bro

  • @iiropeltonen
    @iiropeltonen Год назад +3

    Wonderful tutorial. 🎉

  • @tailwindmechanics7454
    @tailwindmechanics7454 Год назад +1

    Great video thank you, just a heads up your website isn't loading for me, just a blank white page with no errors in the logs on windows 11 chrome and ms edge

    • @Skye-Games
      @Skye-Games  Год назад

      Thank you for the heads up.
      It seems my website was hacked and everytime I get it up and running again all the content dissappears..
      Still a mystery in progress🧐

  • @kadircalloglu2848
    @kadircalloglu2848 Год назад +2

    I really like that thanks so much could you make a video for unitTest 🙏 specially like match-3 games

  • @coloneljcd6041
    @coloneljcd6041 Год назад +2

    Great vid!

  • @syedeahsanurrahman1670
    @syedeahsanurrahman1670 Год назад +2

    thanks for the video can u show me how to load scenes form the cloud

    • @Skye-Games
      @Skye-Games  Год назад

      Hey,
      Sorry I didn't cover that in the video.
      I believe you do that by using the AssetReferenceScene type, check the documentation - it's almost the same as game objects!

    • @syedeahsanurrahman1670
      @syedeahsanurrahman1670 Год назад

      @@Skye-Games hi,
      Thanks for the reply. I did use your code and added asset reference scene type but when I built the game and clicked on the download it did download but the scene wasn't unloaded and the new scene wasn't loaded. If you could make a quick video then that would be a world for me because I have to submit the game that I'm developing in 3 days so I'm tense. I think you are the only one who helped me to understand the basics of CCD and Addressable. so can you help me, please

  • @issasaleh7597
    @issasaleh7597 Год назад +3

    Thank you for this

  • @Yeet-eq7ve
    @Yeet-eq7ve Год назад +2

    Cool video dude👍

  • @nasimakhter3055
    @nasimakhter3055 9 месяцев назад +2

    Wow... Very Dangerous ⚡

  • @VEOdev
    @VEOdev Год назад +1

    Amazing topic to talk about, not many put light on addressable objects even that they are so important and a must use in some games, as many features unity have they are in the dust because unity marketing team sucks and make no videos about them no sponsor videos and nothing they make features and let them in the dust no one talks about them ! keep the good work great video.

    • @Skye-Games
      @Skye-Games  Год назад

      Yes, I have come to realize that lately how powerful Unity really is, just many people don't know many of the features even exist.
      Thanks!

  • @lukeydzbecx8319
    @lukeydzbecx8319 Год назад +2

    you are my hero

  • @frontend_ko
    @frontend_ko 21 день назад

    thanks for nice video

  • @idontunderstandnihongoqwq940
    @idontunderstandnihongoqwq940 Год назад +2

    Is LiveOps gone now? Is this possible to use with GoogleDrive?

    • @Skye-Games
      @Skye-Games  9 месяцев назад

      Hi!
      From a google search it seems like LiveOps is still a thing!
      I have doubts about using Google drive for this, I have used it for similar things in the past and they have many limitations for data storage/retrieval (from a Unity Game standpoint atleast)

  • @armandoferreira1346
    @armandoferreira1346 Год назад

    But i mean, the content you loaded from the server was already in the build, right? you just added it to a new prefab or rearranged a prefab, what difference would it be from just serializing the prefab and its dependencies?

    • @Skye-Games
      @Skye-Games  10 месяцев назад

      No,
      Then content is completely loaded from the server.
      This would allow you to have content updates without updating the game exe itself.
      In theory, you could indeed do this yourself by serializing all the assets and their dependencies but addressables makes it easy so do so.. doing it on your own be a huge headache

  • @64jcl
    @64jcl Год назад +1

    From what I understand asset bundles do not support scripts right? So only models and sound then? Unless you use some kind of higher level parsed scripting language.

    • @Skye-Games
      @Skye-Games  Год назад +1

      Asset bundles work with scripts,
      But I have no idea how dependencies work etc etc like if you make updates to the asset bundle but not to the exe and the exe is trying to access old methods which do not exist in the class anymore..

    • @Skye-Games
      @Skye-Games  Год назад

      I think it is up to the developer to design their asset bundles in a way that allows for script updates without breaking the game

  • @jonbon700
    @jonbon700 Год назад

    when you load Props (stone ,table character) .
    Do this loaded (auto) or (input key D) , when start scene

    • @Skye-Games
      @Skye-Games  Год назад

      Input D, as you can see in the code

  • @MohammadFaizanKhanJ
    @MohammadFaizanKhanJ 9 месяцев назад +1

    In my case, ReleaseInstance is not deleting the object.

    • @Skye-Games
      @Skye-Games  4 месяца назад

      Hi,
      Sorry for the late reply.
      Did you instantiate the Game Object using the addressable system?
      And if so,
      I'd check the Unity Documentation on your specific version of Unity and the Addressables system to make sure that Release Instance is the correct way to delete an Addressable for the version you are using

  • @lemangkuk
    @lemangkuk Год назад +1

    I have a question, when a new file is updated and uploaded to the server, and in you app/exe you already download the previous file before the update, do you need to remove the previous file and download back the new file, or will the old file automatically be replace with the new file? or do we have a version checker? that I can do to show user to update the current file to the latest one.

    • @Skye-Games
      @Skye-Games  Год назад +1

      Hey,
      Everything is handled automatically by the addressables system so no need to worry about it!

  • @radari7180
    @radari7180 4 месяца назад

    Огромное спасибо♥

  • @MarkChong
    @MarkChong Год назад

    How are dependencies / recursion handled?
    Suppose you have a MonoBehaviour, we'll call it ClassA, and attach this to a GameObject Prefab and call it PrefabA, and mark PrefabA as addressable.
    So PrefabA has ClassA attached to it.
    Then you have an addressable ScriptableObject called ScriptableB
    You add an AssetReference field to ClassA called ScriptRefB.
    If you call LoadAssetAsync(PrefabA), will it perform recursive addressable asset loading by finding any addressable AssetReferences on ClassA and load those too?

    • @Skye-Games
      @Skye-Games  Год назад +2

      I am honestly not 100% sure about that, but I think everything is packed into the asset bundle file, so the only problem you'll run into is if you load an addressable and try to reference a class on the addressable that does not exist in the project but it does exist on the addressable.
      I know people have used addressables for modding Unity games so I believe that this is how it works.

    • @MarkChong
      @MarkChong Год назад

      @@Skye-Games Thanks for your speedy reply. Yeah, I'm using it for that exact purpose -- to make my game moddable.

    • @Skye-Games
      @Skye-Games  Год назад

      Ahh awesome!
      What kind of game are you making?

  • @ashb899
    @ashb899 Год назад +2

    Perfect

  • @deadevil_fst
    @deadevil_fst 9 месяцев назад

    Hello if a house is load with the assest system it will not load again??and stored in memory

    • @Skye-Games
      @Skye-Games  9 месяцев назад

      Hi, correct. It will be stored in persistent memory

    • @deadevil_fst
      @deadevil_fst 9 месяцев назад +1

      @@Skye-Games O thnx for the reply brother 🤡❤️

    • @Skye-Games
      @Skye-Games  9 месяцев назад

      @@deadevil_fst haha no worries

    • @deadevil_fst
      @deadevil_fst 9 месяцев назад

      @@Skye-Games 🗿🚬👍

    • @deadevil_fst
      @deadevil_fst 9 месяцев назад

      Why you quit RUclips

  • @superdahoho
    @superdahoho Год назад

    can you make a video on how to do this with scriptable objects?

  • @maxfun6797
    @maxfun6797 Год назад

    I am able to download the addressables dynamically from CCD, and it is cached in somewhere. How can I clear the cache?

    • @Skye-Games
      @Skye-Games  Год назад

      Hey,
      I am not too sure where it is stored in the Editor.
      A quick google search should provide you with the answer

  • @maxfun6797
    @maxfun6797 Год назад

    I can not find the ServerData folder in my project. No ServerData folder is generated. In addition, when I build my player, the addressable are not loading in textures or music.

    • @Skye-Games
      @Skye-Games  Год назад

      Hi,
      Server data is not in your project folder.
      Check the video closely otherwise you won't get the same results.
      Are the textures and music marked as addressable?
      Texture and Audio clip loading are almost the exact same as Game Objects.
      So maybe go through the video again and double check your steps

    • @maxfun6797
      @maxfun6797 Год назад

      @@Skye-GamesThe reasons the textures were not showing up is because I was releasing the async operation handle after instantiating my game object.
      As for the server data files, I will go build the project again after re-configuring the load and build paths, then building from there. I am guessing that if the paths are properly configured, then and only then, the server data folder is generated.

    • @Skye-Games
      @Skye-Games  Год назад

      @maxfun6797 Great to hear the textures issue is sorted!
      Yes, correct.
      You have to configure the folder correctly and make a build 👍

    • @maxfun6797
      @maxfun6797 Год назад

      ​ @Skye-Games I want to update you. I was able to build but instead of the server data folder, I selected my bucket from the drop down, and it generated the files in a folder called "CCDBuildData".
      Now I think I did the process incorrectly because I built out my player, then added in new addressables, I have an addressable that references most of the added addressables which are game maps, so that should be able to update and referance in the new addressable maps. I created the update build, uploaded it to a new release. This worked it the editor build.
      While this worked in the editor build, because everything was already up to date.
      For the build I had previously made, nothing changed. No new maps were loaded in.
      I am wondering wheter the changes did not take place in my game due to the addressable profile the player was build under. which is "built-in" for local and "Cloud Content Delivery" for remote.

    • @Skye-Games
      @Skye-Games  Год назад

      @maxfun6797 Hey thanks for the update.
      The remote build path should be cliud content delivery, it should be custom.
      Double check the video thoroughly and you should be good to go.
      Also make sure post change is set to "Can change past release"

  • @Sarthakz99
    @Sarthakz99 Год назад

    default local group should be used for local addressable related tasks only I guess. isn't it

    • @Skye-Games
      @Skye-Games  Год назад

      I am not sure,
      I have not seen that reccomendation anywhere🧐

  • @phyzix101
    @phyzix101 Год назад

    Your site seems to be down. Studio closed?

    • @Skye-Games
      @Skye-Games  10 месяцев назад

      My site was hacked and everytime I get it up and running again all the content disappears

  • @pavanvenkat9182
    @pavanvenkat9182 Год назад

    once the asset is downloaded, will it download the asset again when the game is reopened?

    • @Skye-Games
      @Skye-Games  10 месяцев назад

      No,
      The downloaded assets are chached.
      It will only be redownloaded when changes are made to the asset on the server

  • @BinHierFalsch
    @BinHierFalsch Год назад

    In your example, this would mean that every player downloads the 30MB. For 10.000 Player this would be 250GB that get charged, therefore 20$ right? So this is most useful for texture skins and seasonal items but not levels or high detail meshes? Thanks!

    • @Skye-Games
      @Skye-Games  Год назад

      Hey,
      Good question.
      No as far as I know, you only get charged for the storage space you are using.
      So I can store up to 50GB (I can't remember the exact number) regardless of player count or downloads without getting charged

    • @suleimanabduljan5849
      @suleimanabduljan5849 Год назад +1

      Hello@@Skye-Games. It's bandwidth. So you can send 50 gb of data for the players for free.

    • @Skye-Games
      @Skye-Games  Год назад

      @@suleimanabduljan5849 thanks for the clarification!

  • @deadevil_fst
    @deadevil_fst 9 месяцев назад +1

    Why you quit RUclips

    • @Skye-Games
      @Skye-Games  7 месяцев назад

      I don't have time to continue at the moment

    • @deadevil_fst
      @deadevil_fst 7 месяцев назад

      Your vid help me a lot thnx 🙏

    • @Skye-Games
      @Skye-Games  7 месяцев назад

      @@deadevil_fst No worries,
      I'm glad I could help!

  • @512Squared
    @512Squared 5 месяцев назад

    Really good and clear introduction, but you are moving around way too fast bud.
    For example (one of several), you create your audio clip addressable class but almost immediately collapse the class and skip to the editor, and trying to stop the RUclips video on that half a second where the code is on the screen is not easy.
    In other words i found myself having to go back several times trying to catch those important frames before you skipped to the editor again so that i could take in the code and just process the structure of these addressables.
    Please, leave important code on-screen for at least a second or two to make this quite normal interaction with your videos easier. Shorter is not always better. 😊💪

    • @Skye-Games
      @Skye-Games  5 месяцев назад

      Thanks for the feedback.
      Good ideas💪

  • @chadgtr34
    @chadgtr34 Год назад +2

    your web site is a white empty page

    • @Skye-Games
      @Skye-Games  Год назад

      Thanks so much for letting me know.
      I am on it

  • @alexpendy1575
    @alexpendy1575 8 месяцев назад +1

    he said unity made it really easy, it just took to set up 50 options...

    • @Skye-Games
      @Skye-Games  7 месяцев назад

      Hahaha.
      Easy is relative

  • @ZombieChicken-X
    @ZombieChicken-X 4 месяца назад

    Im so confused where does the download happen, how does your project know when to pull from CCD. I want to have a bunch of item scriptable objects packed into an assetbundle and distributed by CCD

    • @Skye-Games
      @Skye-Games  3 месяца назад

      The download happens when you load the addressable for the first time, or if the addressable gets an update it will be downloaded the next time you instantiate that addressable