basically just the Resources folder on crack
- look up via string
- look up via assetReference
Always look up the documentation via the package manager. It can change wildly.
- loading something that is already loaded or in the process of being loaded can throw an error
- on complete fires whether you are ready or not
- stored by filetype on disk, not script type. ScriptableObjects are your new best friend
- just throw it on a plain ol' file server. That's it.
- Make sure
Build Remote Catalog
is set to true in your settings. - If testing with selfhosting, remove the
[BuildTarget]
from remote load path Play Mode:Asset Library
will almost always work, Test withPlay Mode:Use Existing Build
- If doing a content update, the content must be in a "Remote Load" group. You can even move stuff from one group to another and it will work.
- how to use async/await to make life easy: Just use
.Task
to allow forawait
ing - how to secretly use scene loading: name your scene the same thing as it was in the SceneList. Then you can just replace "SceneManagement.LoadSceneAsync" with "Addressables.LoadSceneAsync"
- You can actually host your remote content on Github. Check out the "ServerData" branch on this repo. In your repo settings, go to Pages>Source Branch: set it to whatever branch will host your files