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## [1.18.9] - 2021-06-04 - Added "Select" button for Addressable Asset in Inspector to select the Asset in the Addressables Groups Window. - Reduced the number of file copies required during building Addressables and moving Addressables content during Player build. - Fixed issue with AssetReferenceUIRestriction not working with Lists and Arrays. - Optimised loading AssetBundles to avoid redundent existing file checks. - Fixed issue with folder asset entries throwing null ref exceptions when doing a Check for Content Update Restriction - Added documentation about how to implement custom operations with synchronous behavior - Added option on AddressableAssetSettings to strip the Unity version from the AssetBundle hash during build. - Added documentation about useful tools you can use when building Addressables content with a CI pipeline - Added Import Groups tool to Samples folder. - Updated documentation for setting up and importing addressable assets in packages." - Fixed issue where multi-group drag and drop places groups in reverse order. - Fixed issue where an asset entry is no longer selected in the Project window after it is modified on disk. - Fixed simulated play mode when "Internal Asset Naming Mode" was set to something other than "Full Path" - Fixed issues with WaitForCompletion getting stuck in infinite loop during failed operations - Organised AddressableAssetSettings GUI into more distint setting types. - Fixed issue where the wrong operation would sometimes be returned by the cache when a project contains over 10K addressable assets - Added path pairs feature - Fixed issue where AsyncOperationBase.HasExecuted isn't being reset when the operation is reused. - Added check to ensure that ResourceManager.Update() is never called from within its own callstack. - Added ability to rename labels from the label window. - Added the DisableVisibleSubAssetRepresentations option in Settings.
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Unity Technologies
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Jun 4, 2021
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