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Releases: needle-mirror/com.unity.addressables

1.19.15

21 Dec 12:06
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[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

09 Dec 18:06
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[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

02 Dec 11:06
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[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

28 Oct 16:08
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[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

22 Oct 09:45
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[1.18.19] - 2021-10-01

  • New documentation code samples have been added

1.19.9

11 Oct 18:09
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[1.19.9] - 2021-09-30

  • Fixing a compile error on platforms where the Caching API is stripped.
  • Updating ScriptableBuildPipeline dependency

1.19.6

29 Sep 11:06
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[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

30 Sep 11:08
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[1.18.16] - 2021-09-15

  • Updating ScriptableBuildPipeline Dependency

1.19.4

02 Sep 11:09
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[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

03 Aug 13:06
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[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