Learn how the Addressable Asset System can simplify your content management at both edit and runtime so your game’s initial and updated releases are smoother and easier. This article is based on a talk by Bill Ramsour, from the Live Content team, delivered at Unite Copenhagen 2019.
The Addressable Asset System (i.e., Addressables) is a Unity Editor and runtime asset management system that improves support for large production teams with complex live content delivery needs. The system uses asynchronous loading to support loading from any location with any collection of dependencies. By packing asset bundles more efficiently and reducing iteration time, Addressables provides a simple way to make your game more dynamic.
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Unity's Main Screen. Unity is the main screen of UnityRemote. It shows the various combined remote layouts and 'actions' you have set up. Press an 'action' (e.g., 'Watch Movie') to access the unified remote for a Blu-ray player, surround sound system, and TV, and launch a series of automated steps such as switching on all devices, setting the TV to a specific channel, or inputting and sending. Azure Remote Rendering uses a Unity package to encapsulate the integration into Unity. This package contains the entire C# API as well as all plugin binaries required to use Azure Remote Rendering with Unity. Following Unity's naming scheme for packages, the.
Addressables addresses developers’ challenges such as iteration time, dependency management, memory management, and content packing.
The Addressables workflow
Once an asset (e.g., a Prefab) is marked “addressable,” it generates an address that can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it. An asset is content that you use to create your game or app. Common examples of assets include Prefabs, textures, materials, audio clips, and animations.
Addressables abstracts asset bundles to make content management more efficient, while containing the asset and all of its underlying data.
In the Addressables workflow, the request first passes through the Catalog system. The system decodes the address into a location, which consists of the data generated during the build about what the asset is, its dependencies, whether it’s local or remote and so on.
From the Catalog, the request passes through the Provider system. One or more providers use those locations to find the content and then return it to the device.
In Addressables, the runtime is asynchronous. This gives you the flexibility to retrieve an asset when you need it, no matter where it is – its location may change depending what stage of development you are in – without having to change the game code.
Addressables Groups
When you mark something as an addressable, it becomes part of an Addressables Group, which is a container for the addressable assets and their data. You can visualize the groups in the Groups window, which is the home base for Addressables. Groups can determine whether or not that asset is going to be local to a device or up on a server.
The data on Addressables Groups is held in schemas, which are data contracts. One of the schemas focuses on how your assets and content will be built into bundles. Build Path and Load Path are among the more useful settings, allowing you to set your content to be local or remote by selecting a variable from the drop-down menus.
In the Addressables Profile system, you create a profile for an Addressables Group, and then you define for a given profile what you want the variables to evaluate to. This allows you to set the data on your group and make changes to it remotely without having to recode any part of that group.
To get the most out of Addressables, it helps to visualize your data in terms of how you want to ship your game. You don’t have to commit to a structure, because it’s easy to change Profile variables during development, but you should have a general approach to organizing your bundles.
For example, if you want to ship your game with remote content but you want that content to be local during development, you can create a profile where the remote paths point to the streaming assets. In this way, you can globally change all of your remote content to become local without touching the group’s code.
Editor Hosting
Sometimes you need to host content on a server. You can set up a remote path and, instead of pointing to the actual URL, use the variables defined by your hosting service.
When you enable hosting, the Hosting Service sets up an HTTP host within the Editor. You can connect your device or player to this host so you can test things out.
One powerful feature of Editor hosting is that you can set everything to be remote. This is especially useful for content developers and artists, because you can build a player and deploy it to your device while you continue to iterate your content. You don’t have to redeploy your player or worry about moving content from one device to another. Check out our documentation to learn more about creating and configuring Hosting Services with Addressables.
With many of the key technical challenges of supporting dynamic content solved by Addressables, the “last mile” problem still remains – the hosting and delivery of assets to live production games and apps. Later this year, we will be launching an enterprise ready, global content hosting solution, fully integrated into the Addressables system. If you would like to learn more about this service, sign up here.
The Live Content Team has been working on workflows to speed things up for you, including a few fast ways to load assets.
How can you load assets in Addressables?
By address: Coders will often load addressables by string, using the asset’s location identifier for easy runtime retrieval.
By label: Provides an additional Addressable Asset identifier for runtime loading of similar items.
By AssetReference: The AssetReference operates like a direct reference, but with deferred initialization. The AssetReference object stores the GUID as an addressable that you can load on demand. Artists working in the Editor may prefer this workflow.
If the asset you’re referencing has sub-objects (such as sprites within a SpriteAtlas) you can further reference the sub-object.
If you want to see Addressables and the sprite loading process in action, check out the Sprite demo part of the session.
Customizing your build
The Addressables package has three build scripts that create Play Mode data to help you accelerate app development. The scripts are Use Asset Database, Simulate Groups, and Use Existing Build.
The Use Asset Database script. This lets you move in and out of Play Mode while you’re iterating on content; you can run the game quickly as you work through the flow of your game. It loads assets directly through the asset database for quick iteration with no analysis or asset bundle creation.
Simulate Groups analyzes content for layout and dependencies without creating asset bundles.To see when bundles load or unload during gameplay, view the asset usage in the Addressables Event Viewer window (Window > Asset Management > Addressables > Event Viewer). This mode helps you simulate load strategies and tweak your content groups to find the right balance for a production release.
The Use Existing Build script is like a deployed application build, but it requires you to build the data as a separate step. If you aren’t modifying assets, this mode is the fastest since it does not process any data when entering Play Mode.
If you want to use Addressables in your project, check out the Addressable Asset System documentation to learn how to get started. Read our blog post, check out the GitHub Samples, or join the discussions on forums.
Launched in September 2020, Cloud Content Delivery (CCD) is our own enterprise-ready, global content hosting solution, fully integrated into the Addressables system. With CCD, you can build and release game updates effortlessly with powerful asset management and content delivery via the cloud – essential functionality for the operation of live games and apps. Learn more and sign up here.
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In this post we will explore how you can setup unity 5 remote. Also if your unity remote 5 is not working what some of the possible solutions are to fix it. As you may know unity remote 5 is an excellent tool to allow you to test your unity games. It allows you to test on a android or ios device while you are developing. For this post we going to be looking at the android setup. This seems to be the one most people have an issue getting unity remote 5 working with.
Setup android device
In order to setup your android device you need to make sure that android developer options are enabled. If you don’t have them enabled yet. You can go over to your settings->about phone/tablet. Then scroll down and tap build number 7 times. This will then unlock developer options on your android device.
Once you have your developer options enabled you should be able to enable usb debugging and mock location. See below screenshots for what needs to be enabled to allow your android device to use unity remote 5.
Once you have done this you can now start installing unity remote 5. Make sure for any issues you are having either in 2018 or 2019 that you use unity remote 5. You can download unity remote 5 here to your device. Once installed run unity remote 5 and you should see something like this.
If you have gotten this far then your mobile device is about ready to start being used with unity. Let’s now look at the unity settings you need.
Unity settings for unity remote 5
Before you can start setting the options in unity you need to make sure you have the android sdk installed. Go ahead and install that. Once installed you should have an application called android studio. Run android studio and click on tools and sdk manager.
Unity Remote Apk
Next you will need to install the google usb driver. So to do that follow the below instructions.
Click on the sdk tools tab. You will now see this.
Check the Google USB Driver checkbox and click apply and ok to install the driver. You should now have everything you need from android studio.
The next step requires that you launch unity hub and is where most of the issues are when your unity remote 5 does not want to work. So open up unity hub.
Click on installs then you will get something similar to this.
Click on the 3 dots for the unity version you have. Then click on add modules.
Make sure you have android build support checked and click done.
Now create yourself a new unity project. Then you can change the following settings.
Click on file->build settings
Click on Android and Switch Platform.
Next we need to setup unity to allow our android device. In order to do this click on edit->project settings.
Click on edit on the left and choose any android device.
Unity Remote Ios
Next we need to make sure our sdk is correct. Click on edit->preferences.
Unity Remote 5 Ios
Make sure Use Embedded JDK is checked.
Now you can simply plugin your android device using a usb cable. Then you need to use PTP camera as your usb method. This will allow unity to stream your game to unity remote 5.
Frequently asked questions
What is unity remote 5?
Unity remote 5 is a app which you can install on your mobile device. Which will allow you to run your Unity game straight on your mobile device while in the Unity editor. This will help you simulate input you may need to get from your device for your game.
Can you use Unity for Android?
Unity fully supports android development. You can use the Unity remote 5 app to test your unity game on your android device. Then when you are happy you can compile your unity project to a apk for use on your mobile device or publishing to the android app store.
How do I publish a unity game on android?
In order to publish a unity game you need to build the apk file. To do this you need to go into Player settings->Build settings choosing the android platform and build your apk. Once you APK is built you can upload it to the google play store.
Where can I download unity remote 5?
You can download unity remote 5 for android from the google play store. For apple you can get it from the apple store.
Why is my unity remote device not showing?
If you have not installed the google usb driver for your android device it may not pickup your device. To install it you need to go into your android studio ide and install the google usb driver package. Also you need to make sure that your adb service is running to pick up your mobile device.
Hope this post was useful to you. If you would like more such tutorials. Please support me by joining my skillshare course: https://skl.sh/2YhzEfe
Or check out some of my other blog posts and tutorials here is a great one on how to do drag and drop in unity.