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## [2.3.1] - 2024-09-24
- Added back Analyze Rule toolset
- Fixed issue where the content of the list with Addressable Assets Groups is improperly indented when displayed in Group Hierarchy with Dashes Group View.
- Fixed issue where “Profile rename failed because default profile cannot be renamed“ error is thrown when renaming a new profile in Addressables Profiles.
- Fixed a memory leak where asset bundles would not get unloaded when a scene was unloaded before completing load.
- Fixed loading error when the loading from an assetbundle that is currently being preloaded.
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Unity Technologies committed Sep 24, 2024
1 parent afce193 commit a392971
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2 changes: 1 addition & 1 deletion CHANGELOG.md
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Expand Up @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [2.3.0] - 2024-09-24
## [2.3.1] - 2024-09-24
- Added back Analyze Rule toolset
- Fixed issue where the content of the list with Addressable Assets Groups is improperly indented when displayed in Group Hierarchy with Dashes Group View.
- Fixed issue where “Profile rename failed because default profile cannot be renamed“ error is thrown when renaming a new profile in Addressables Profiles.
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6 changes: 6 additions & 0 deletions Runtime/ResourceManager/Util/OperationCacheKeys.cs
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Expand Up @@ -17,6 +17,12 @@ internal sealed class IdCacheKey : IOperationCacheKey
public string ID;
public Type locationType;

public IdCacheKey(string id)
{
ID = id;
locationType = typeof(object);
}

public IdCacheKey(Type locType, string id)
{
ID = id;
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6 changes: 3 additions & 3 deletions package.json
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@@ -1,7 +1,7 @@
{
"name": "com.unity.addressables",
"displayName": "Addressables",
"version": "2.3.0",
"version": "2.3.1",
"unity": "2023.1",
"description": "The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked \"addressable\", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.\n\nUse 'Window->Asset Management->Addressables' to begin working with the system.\n\nAddressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.\n\nFor usage samples, see github.com/Unity-Technologies/Addressables-Sample",
"keywords": [
Expand All @@ -24,13 +24,13 @@
"changelog": "- Added back Analyze Rule toolset\n- Fixed issue where the content of the list with Addressable Assets Groups is improperly indented when displayed in Group Hierarchy with Dashes Group View.\n- Fixed issue where “Profile rename failed because default profile cannot be renamed“ error is thrown when renaming a new profile in Addressables Profiles.\n- Fixed a memory leak where asset bundles would not get unloaded when a scene was unloaded before completing load.\n- Fixed loading error when the loading from an assetbundle that is currently being preloaded."
},
"upmCi": {
"footprint": "62e84f7886ebb75af6061728b59a677ad306610d"
"footprint": "b030090d56ffea904f65741c87fdbde086ee60a1"
},
"documentationUrl": "https://docs.unity3d.com/Packages/[email protected]/manual/index.html",
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/Addressables.git",
"type": "git",
"revision": "da6584e77b95eb8c8cc350ad4d95cc1a1aff1a34"
"revision": "07437a2b040d7118b57c4acd9b60fdfbb434dd56"
},
"samples": [
{
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