Addressables + UGS Cloud Content Delivery for Post Build Asset Customization


Why:

Fast Loading
Memory Optimization
Great for large projects
Post build/apk asset customization (without your users having to redownload the app)

How:

Download Addressables package in Unity
Download Cloud Content Delivery package in Unity
Make a prefab you want to use, mark as addressable
Adjust AddressableAssetSettings to use “Remote” & “Build Remote Catalog” (key to allowing the overwrite / post build customization)
Create CCD bucket for release
Adjust selected Addressable Profile “Remote” to use appropriate CCD bucket
Addressables.InstantiateAsync & Addressables.Release your specified addressable (look up documentation for greater depth on these functions — basically the equivalent of GameObject.Instantiate & GameObject.Destroy)
New Build “Default Build Script”
Upload the asset bundle and all to CCD bucket, release
Change whatever you’d like in the Addressable Asset you’ve made (ie use some different material)
Build > “Update Previous Build” (warning: “New Build” will overwrite previous and not allow the post build customization to work)
Delete out old asset bundles etc from CCD bucket, add the new updated asset bundles etc to CCD bucket
Create new release (and release)
Wait a few minutes, should see change in current apk/build, without actually building a new apk

Two most important aspects to making sure your change of an asset is reflected remotely: #3 & #9
potentially will add gifs for improved instruction clarity

Addressables + UGS Cloud Content Delivery for Post Build Asset Customization was originally published in AR/VR Journey: Augmented & Virtual Reality Magazine on Medium, where people are continuing the conversation by highlighting and responding to this story.

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