Releases: needle-mirror/com.unity.addressables
Releases · needle-mirror/com.unity.addressables
1.19.15
[1.19.15] - 2021-12-2
- Fix issue where opening the Analyze window logs null exceptions after running the "Check Duplicate Bundle Dependencies" rule.
1.19.14
[1.19.14] - 2021-12-2
- Fix issue where opening the Analyze window logs null exceptions after running the "Check Duplicate Bundle Dependencies" rule.
1.19.13
[1.19.13] - 2021-11-29
- Removed AddressableAssetEntryCollection upgrade check on opening project. Improving startup performance.
- Fixed issue where GetAllAsset with includeSubObjects did not get subObjects within Assets in an Addressable folder.
- Improved Groups window label dropdown. Adding the ability to search labels and add new labels from the dropdown.
- Added ability Assets from Analyze window, using double click and right click options on the results.
- Improved performance when displaying Addressables header for selected Assets.
- Fixed issue where Groups not marked as "Include in build" was being including in analyse rules.
- Fixed issue where WaitForCompletion will complete Scene operations, where Scenes require further asynchronous loading to complete correctly.
- Fixed issue where AssetDatabaseProvider.LoadAssetAtPath causes a null exception if the asset is not in the AssetDatabase.
- Fixed issue where "Reentering the Update method is not allowed" exception occurs when calling WaitForCompletion during an async method.
- Added FAQ documentation for internal Bundle Id and Asset naming modes.
- Added documentation describing behaviour of WaitForCompletion of Scenes.
- Added documentation for how script changes affect builds.
- Added documentation about Windows file path limit affecting content builds
- Added note about Sprite Atlas options in the documentation.
- Added Sample for custom build and play mode scripts
- Fixed issue where Editor assets were getting included in a build for certain platforms due to path separator character mis-match
- Fix issue with using custom AssetBundleProvider with custom AssetBundleResource.
- Fixed issue where editor hosting profile variables were serialized to AddressableAssetSettings.
1.19.11
[1.19.11] - 2021-10-23
- Fixed issue with missing reference exception when using addressables where content has not been built.
- Added warning that LZMA compression is not available for WebGL AssetBundles.
- Fixed issue were getting a Group Template fails where the project name or parent directory ended in "Assets".
- Fixed issue where option to build Addressables when building a Player where displayed for unsupported editor versions.
- Fixed issue where hosting services filters ip addresses when entering playmode and no services are in use
- Fixed "Editor Hosted" LoadPath, to work with active local Editor hosting service
- Fixed error where creating new groups would lead to errors if the default build and load path variables were not present in one's profile settings.
- Modified the behavior of AssetReference.editorAsset and AssetReference.SetEditorAsset to be more consistent and intuitive
- Fixed issue where upgrading from versions that didn't have ProfileGroupTypes was causing issues during builds.
1.18.19
[1.18.19] - 2021-10-01
- New documentation code samples have been added
1.19.9
[1.19.9] - 2021-09-30
- Fixing a compile error on platforms where the Caching API is stripped.
- Updating ScriptableBuildPipeline dependency
1.19.6
[1.19.6] - 2021-09-24
- Fixed issue where built-in shaders and MonoScript Bundles prefix option was not prefixed to Bundle filename.
- Restructured and updated documentation.
- Fixed an issue where graphs in the event viewer would sometimes scroll off the window
- Fixed issue where an AssetReference field cannot be interacted with the tab and enter keys.
- Fixed issue where an AssetReference label is displayed wrong where the AssetReferece is a child of the property being displayed.
- Added documentation for Addressables.CleanBundleCache
- Fixed issue where editing an open Prefab and saving the Prefab will deselect selected Objects.
- Improved performance of displaying Addressables Inspector in a very large Project.
- Fixed issue where buildlayout.txt would contain incorrect bundle names if a group's bundle naming scheme was set to filename
- Fixed an issue where some platforms were caching catalogs that don't support caching
- Fixed an issue where the popup windows for creating new profiles path variables would appear in seemingly random places.
- Fixed an issue where the popup window for creating a Build and Load path variable pair would not properly display its save button
- Added note in Hosting Services docs about modifying firewall settings when testing on other devices.
- Added handling of possible exceptions when caching catalog files.
1.18.16
[1.18.16] - 2021-09-15
- Updating ScriptableBuildPipeline Dependency
1.19.4
[1.19.4] - 2021-08-24
- Removing support for 2018.4
- Added options for building Addressables content as a prebuild step when building Player.
- Optimised StreamingAssets usage to no longer need to be copied into the project (2021.2+).
- Fixed issue where OnDestroy use of Addressables API results in errors when Enter Play Mode Settings are enabled.
- Set AssetEntryCollection is Obsolete, includes auto update process to create Group entries from EntryCollections.
- Updated CheckForCatalogUpdates to properly report any failures that occur while its running.
- Combined BundledAssetGrupSchema CRC settings to a single value.
- BundledAssetGroupSchema Request Timeout will now use time in seconds since last time data wasa downloaded.
- Fixed issue where Exceptions in UnityWebRequest.Send were not caught.
- Updated the way that CompletedOperation events are handled in the Event Viewer to make it easier to associate a given CompletedOperation with its corresponding ChainOperation
- References to Time.deltaTime throughout Addressables are now replaced with Time.unscaledDeltaTime to better match whats described in the API
- Improved the performance of the ProcessAllGroups build step.
- Fixed a bug where having unmatched brackets in a profile's value could lead to a freeze.
- Fixed a bug where certain patterns of values in a profile variable would occasionally lead to an InvalidOperationException while building
- Added check to prevent infinite loop during WaitForCompletion during Asset Database Mode and Simulate Groups Mode
- Users can now supply a callback to receive the UnityWebRequest before being sent by web-based providers
- Added new API to clear the bundle cache for nonreferenced remote asset bundles. UpdateCatalogs has a new optional parameter called autoCleanBundleCache that when enabled will clear the bundle cache for nonreferenced remote asset bundles.
- New public APIs
- BundledAssetGroupSchema.AssetLoadMode
- AssetBundleProvider.AssetBundleRequestOptions.AssetLoadMode
- Addressables.WebRequestOverride
- ResourceManager.WebRequestOverride
- AddressableAssetSettings.DisableVisibleSubAssetRepresentations
- Exposed Auto release parameter added to InitializeAsync
- BundleRuleBase
- GenerateLocationListsTask.ProcessInput (formally RunInteral)
- BuildScriptPackedMode.PrepGroupBundlePacking
- UnloadSceneAsync APIs with exposed UnloadSceneOptions parameter
- Addressables.CleanBundleCache
- New parameter for Addressables.UpdateCatalogs to auto clean the bundle cache
1.18.15
[1.18.15] - 2021-07-26
- Improved Addressables inspector for Assets.
- Fixed issue where the hosting window would use an exceptionally high (8-20%) amount of CPU while open with a hosting service created
- Added update on profile change, changed to remove preceding slashes and change all to forward slash for hosting service
- Added documentation explaining why we are unable to support WaitForCompletion (sync Addressables) on WebGL