Releases
1.3.3
marwie
released this
25 May 22:30
[1.3.3] - 2019-10-21
UI and naming changes
"Static true or false" content is now content with an "Update Restriction" of "Cannot Change Post Release" or "Can Change Post Release"
"Fast Mode" (play mode) has been renamed "Use Asset Database (faster)"
"Virtual Mode" (play mode) has been renamed "Simulate Groups (advanced)"
"Packed Mode" (play mode) has been renamed "Use Existing Build (requires built groups)"
There is no longer a current "Build Script" (Build Script menu in Addressables window). Instead the script is selected when triggering the build.
Schemas have been given display names to be more clear of their intent BundledAssetGroupSchema.
BundledAssetGroupSchema displays as "Content Packing & Loading"
ContentUpdateGroupSchema displays as "Content Update Restriction"
Bundle and Asset providers within schema settings are named more descriptively
Profile management is in its own window ("Profiles")
Label management is in its own window
"Prepare for Content Update" is now under the "Tools" menu (in Addressables window), and is called "Check for Content Update Restriction"
"Build for Content Update" is "Update a Previous Build" (still in "Build" menu of Addressables window).
"Profiler" window has been renamed "Event Viewer". It's more accurate, and avoids confusion with "Profilers" window.
Added additional parameter to AssetReference.LoadSceneAsync method to match Addressables.LoadSceneAsync API
Added AssetReference.UnloadScene API
Fixed issue with WebGL builds where re-loading the page was causing an exception to get thrown.
Fixed Analyze bug where bundle referenced multiple times was flagged as duplicate.
Fixed issue with hashing dependencies that led to frequent "INCORRECT HASH: the same hash (hashCode) for different dependency lists:" errors.
Update AddressableAssetEntry cached path to new modified asset entry paths.
Storing the KeyData string from ContentCatalogData on disk instead of keeping it in memory as it can get quite large.
Fixed Custom Hosting Service window so it won't close when focus is lost.
Fixed issue with AudioMixerGroups not getting the proper runtime type conversion for the build.
Fixed invalid location load path when using "only hash" bundle naming option in 'content packing and loading' schema.
Removed content update hash from final AssetBundle filename.
Removed exception in Analyze that was triggering when "Fix Selected Rules" was bundling in Un-fixable rules.
(SBP) Fixed an edge case where Optimize Mesh would not apply to all meshes in the build.
(SBP) Fixed an edge case where Global Usage was not being updated with latest values from Graphics Settings.
(SBP) Fixed Scene Bundles not rebuilding when included prefab changes.
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