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Releases: needle-mirror/com.unity.addressables

1.18.13

20 Jul 17:05
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[1.18.13] - 2021-07-13

  • Fixed issue where Addressables would not use a custom Asset Bundle Provider if the default group was empty
  • InvalidKeyExceptions are now correctly thrown as InvalidKeyExceptions, as opposed to before, where they were thrown as System.Exceptions. Please note that this may break any checks that rely on InvalidKeyExceptions being thrown as System.Exception
  • Fixed issue where UnauthorizedAccessException is logged during a build if content_state.bin is locked by version control integration.
  • Fixed issue where user defined callbacks can cause unexpected behavior for async operations that are automatically released.
  • Fixed issue where Content Update would not include folder entry sub entries.
  • Fixed issue where NullReferenceException was logged when multi-selecting with Resource in Groups TreeView.
  • Fixed issue where Check for Content Update Restrictions excludes dependencies for folder entries.
  • Fixed issue where AddPostCatalogUpdatesInternal would attempt to remove the hash from strings that did not include a hash, occassionally leading to incorrect bundle names in catalog.json
  • Load AssetBundles Asynchronously from UnityWebRequest for supported Editor versions
  • Fixed issue where hidden files were being flagged in GetDownloadSizeAsync when "Use Asset Database (fastest)" is enabled.
  • Added logic for auto releasing completion handle in InitializeAsync
  • Fixed issue where AssetBundleProvider would fail to retry on download dailed
  • Fixed bug where Fast Mode wasn't returning the correct resource locations or their types, especially for sub-objects.
  • Fixed bug where Hosting Service was not saving if enabled between domain reloads
  • Fixed bug where Scenes with Group setting Asset Internal Naming Mode of Filename failed to load
  • Fixed bug where Hosting window would occassionally be empty on startup.

1.18.11

30 Jun 16:05
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[1.18.11] - 2021-06-15

  • Improved performance of Labels popup in Groups Window.
  • Added "Copy Address to Clipboard" Context menu option in Groups Window.
  • Added AssetLoadMode option to AddressableAssetsGroup, adds "Requested Asset And Dependencies" and "All Packed - Assets And Dependencies" load methods.
  • (2021.2+) Improved performance of copying local buld path Groups built content when building a Player.
  • Removed "Export Addressables" button from groups window because it was no longer in use.
  • Fixed issue where loading remote catalog from .json fails when Compress Local Catalog is enabled.
  • Fixed issue where loading remote catalog from bundle on WebGL fails when Compress Local Catalog is enabled.
  • Added multi-project workflow documentation
  • Made CacheInitializationData.ExpirationDelay obsolete
  • Improve Hierarchical Search performance in Groups Window.
  • Build now fails earlier if invalid or unsupported files are included.
  • Fixed issue where renaming Group and Profiles would not cancel using Escape key.
  • Fixed issue where StripUnityVersionFromBundleBuild and DisableVisibleSubAssetRepresentations were not being serialised to file.
  • Updated content update docs to be a little more clear
  • Made ExpirationDelay on the CacheInitializationObjects obsolete
  • Reduced amount of main thread file I/O performed during AssetBundle loading

1.18.9

08 Jun 02:06
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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.

1.18.4

11 May 20:05
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[1.18.4] - 2021-05-06

  • EditorOnly tagged GameObjects in Scenes are no longer detected as duplicates for Scene Analyze results.
  • Fixed issue when dragging multiple groups around within the groups window to set their display order.
  • Reimplemented AsyncOperationBase.Task API to use TaskComppletionSource instead of creating a background thread.
  • Fixed issue where remote .hash file was still being requested when Disable Content Catalog Update on Startup was enabled
  • Fixed issue where AssetReference variable names weren't consistently formatted in the inspector
  • Fixed bug where Completed callback was not called the same frame for some async operations when WaitForCompletion is used.
  • Added Samples to the package. These can be added to the project through the Addressables page in Package Manager

1.18.2

30 Apr 14:06
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[1.18.2] - 2021-04-20

  • Where available use synchronous load api's when AsyncOperationHandle.WaitForCompletion is called.
  • Fixed issue where loading of Prefabs and ScriptableObjects in "Use Asset Database" and "Simulate Groups" play mode could cause changes to source Assets. Now those play modes will return instanced copies of the Assets.
  • Added "Catalog Download Timeout" to AddressableAssetSettings, used for setting a timeout for .hash and .json catalog file downloads.
  • Fixed issue where order of data in catalog.json can change. Order is now sorted to be deterministic.
  • Added best practice documentation for define dependant compilation during build time.
  • CompletedOperation are now returned to the op pool so they can be reused
  • Made AddressableAssetSettings.ContentStateBuildPath public api access.
  • Add option for building MonoScript bundle. This approach improves multi bundle dependencies to the same MonoScript.
  • Added documentation for AddressableAssetSettings options.
  • Improved error handling of failed unity web requests and some other operations.
  • Users can now look into the InnerException property of an operation's exception for additional details"
  • Fixed issue where .json and .asmdef files in the root of a package folder cannot be marked as Addressable.
  • Fixed issue where unmodifiable assets cannot be marked as Addressable.
  • Exposed more tools for making custom build scripts
  • Exposed InvokeWaitForCompletion to be inheritable by custom operations
  • Fixed issue where an url was improperly parsed by LoadContentCatalogAsync() if it contained query parameters
  • Fixed issue where the post assigned to a hosting service was changing on domain reloads
  • Add option for building asset bundles using "Non-Recursive Dependency calculation" methods. This approach helps reduce asset bundle rebuilds and runtime memory consumption.
  • Add upload speed option to the http service settings. Downloads will be provided by the rate set in Kbp/s
  • Add an option to force using UnityWebRequest even when AssetBundles are local
  • Fixed issue with WebRequestQueue where web requests weren't getting queued correctly
  • Fixed issue where looking for default group would spam null reference to GUI if Built In data group was deleted/null

1.16.19

15 Apr 20:05
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[1.16.19] - 2021-04-08

  • Fixed an issue where the group property of the AddressableAssetGroupSchema was not persisted, and could get lost when objects were reloaded

[1.16.18] - 2021-03-23

  • Fixed compile warning in Unity 2020.2+

[1.16.17] - 2021-02-25

  • Updated group rename logic to support engine AssetDatabase fix. Change should be transparent to users.

1.17.17

13 Apr 18:06
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[1.17.17] - 2021-04-06

  • Add AssetPostprocessor for AddressableSettings after AssetDatabase is Initialised, if not yet initialised on initial project launch.
  • Removed serialisation of m_MainAsset and m_TargetAsset from Group entries.
  • Fixed a warning "CacheInitialization.CacheInitOp.m_UpdateRequired'' is assigned but its value is never used" when building for platforms that don't have caching enabled
  • A message is printed on successful Addressable build
  • Properly save profile variables when switching profiles
  • Fixed bug where multi-selected Addressable Groups weren't all getting set dirty on an edit.
  • Fixed bug where Fast Mode wasn't respecting Log Runtime Exceptions setting
  • Implicit assets are now taken into account when using applying a label restriction on an asset reference

1.16.8

29 Mar 19:10
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[1.16.8] - 2020-11-4

  • Added internal naming option for the Bundled Asset Group Schema. Instead of using the full path, there are options to use the asset guid or the hashcode of the guid. These values are stable and wont change if the asset path changes, reducing the need to rebuild a bundle if paths change but contents do not. The internal ids stored in the content catalog will generally be shorter than asset paths - 32 bytes for the full guid, 8 bytes for the guid hash.
  • Added option to exclude sub catalog entries by file extension
  • Added options to exclude catalog entries for address, labels, and guids
  • Added option to optimize catalog size by extracting duplicated string in urls and file paths
  • Fixed issue where ResourceLocations were returning null for the ResourceType.
  • Added warning to build when an Addressable Group doesn't have any AddressableAssetGroupSchemas
  • Fixed issue where resource folder search was case sensitive for Mac and Linux
  • Fixed issue where warnings were getting logged incorrectly when marking an asset as Addressable using the checkbox in the inspector.
  • Add Yamato trigger for release testing & rework variables into metafile
  • Fixed issue where an AssetReference's cached asset is not reset when the underlying asset re-imports.
  • Fixed issue where we were still checking for CRC when a bundle was cached.
  • Fixed bug when using Play Mode Script "Use AssetDatabase (fastest)", and calling Addressables.LoadContentCatalogAsync would fail when it had not been cached.

1.17.15

29 Mar 19:10
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[1.17.15] - 2021-03-23

  • Fixed FileNotFoundException when using bundle naming mode "Filename" with Unity Cloud Build.
  • Fixed a bug where LoadAssetsAsync handle Completed callback is invoked before all individual Asset callbacks.
  • Added in Asset validator on Editor startup. This ensures that assets deleted when the editor was closed are removed from Addressables.
  • Fixed bug where the current amount of downloaded bytes was not properly updated

1.17.13

19 Mar 13:09
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[1.17.13] - 2021-03-10

  • Fixed issue when loading a Sprite from a SpriteAtlas from an Addressable folder in AssetDatabase mode.
  • Fixed bug in AssetReference "Make Addressable" functionality (when referencing an asset no longer addressable)
  • Fixed bug with cyclic references in profile variable causing an infinite loop.
  • Fixed bug where cached asset type could get stuck with DefaultType, an invalid Editor type
  • Fixed issue where AsyncOperationHandle.Completed is called after AsyncOperationHandle.Task returns when the handle is already done.
  • Fixed some faulty logic in GetDownloadStatus() when errors occur
  • Removed extra dependencies that were being flagged as modified when running Check For Content Update Restrictions.
  • Fixed a bug where the result of a Task could be inconsistent and return null given certain race conditions
  • Fixed bug where UnloadSceneAsync decreased ref count more than once, and added unload scene to Release if ref count goes to zero
  • Fixed issue where a popup appears when an AddressableAsset file is being modified even if the file is checked out locally.
  • Fixed bug where fast mode wasn't showing events in the profiler
  • Remove check for isUpdating and isCompiling so GetSettings(true) still tries to load the settings when compiling or updating
  • Fixed issue where modified local static bundle dependencies fail to load after updating a previous build. Fix is compatible with older shipped content.