Addressable Asset system with Cloud Content Delivery
You can use the Addressable asset system in conjunction with Unity Cloud Content Delivery (CCD) to distribute your remote Addressables content.
Note: The purpose of this page is to describe how to link the concepts of Addressable Assets to CCD, and isn't meant to be an in-depth discussion of these ideas. Before you read this page, make sure you are familiar with both the Addressable system and Cloud Content Delivery.
To set up Addressable assets to work with CCD:
See Getting Started for information about installing and implementing the Addressables package.
See Upgrading to the Addressables System for information about integrating Addressables in an existing Unity Project.
See Remote content distribution for information on how to set up your Project so that you can host your Addressables content on a remote server.
See Unity Cloud Content Delivery for more information about CCD.
Configure profile with CCD URL
Tip
The BuildPath
and LoadPath
variables stored in Profiles specify where the Addressables system creates your build artifacts and where it looks for your assets at runtime. Configure the remote paths to work with CCD. (Leave the local paths with their standard, default values, unless you have a specific reason to change them.)
If necessary, create a new profile for publishing builds to CCD on the Profiles window. Configure the remote path variables in this profile to access your content at the correct URL.
You can set the remote BuildPath
to a convenient value. If you have multiple profiles, consider using a unique build path for each of them so that the build artifacts do not get mixed together, especially if you are hosting them from a different remote URL.
Set the remote LoadPath
to one of the following two paths:
- If you publish content using a badge:
https://(ProjectID).client-api.unity3dusercontent.com/client_api/v1/environments/(EnvironmentName)/buckets/(BucketID)/release_by_badge/(BadgeName)/entry_by_path/content/?path=
- If you publish using a release:
https://(ProjectID).client-api.unity3dusercontent.com/client_api/v1/environments/(EnvironmentName)/buckets/(BucketID)/releases/(ReleaseID)/entry_by_path/content/?path=
where:
(ProjectID)
is your CCD project's ID string(EnvironmentName)
is the name of the Environment of your project(BucketID)
is the Bucket ID string for a CCD bucket within your project(ReleaseID)
is the ID of a specific release within a bucket(BadgeName)
is the name of the specific CCD badge
See Profiles for information about how to create and edit profiles.
Important
You must perform a full rebuild your Addressables content when you change the remote load path.
Using the Cloud Content Delivery Bundle Location Option in a Profile
If your project is set up to use the Unity Cloud Content Delivery service, you can set the profile's remote path pair to publish content to a designated bucket and badge.
Important
This feature requires the Content Delivery Management API package.
To set up a Profile variable to use the CCD bundle location:
- Open the Profile window (menu: Window > Asset Management > Addressables > Profiles).
- Select the profile to change.
- Change the Remote variable to use the Cloud Content Delivery Bundle Location.
Cloud Content Delivery Bundle Location Option - Choose
Automatic (set using CcdManager)
orSpecify the Environment, Bucket, and Badge
option
Cloud Content Delivery Bundle Location Option 2 > [!Note] > The CcdManager is a static class that is used to notify Addressables which Environment, Bucket, and Badge to load from at Runtime. See CcdManager.- If choosing Automatic, select the environment you wish to use
Cloud Content Delivery Bundle Location Automatic Environment Option - If choosing to specify, select the environment you wish to use
*Cloud Content Delivery Bundle Location Environment Option
- If choosing Automatic, select the environment you wish to use
Choose the Bucket to use.
Cloud Content Delivery Bundle Location Bucket OptionNote
If no buckets are present, you will be shown this window before continuing.
Cloud Content Delivery Bundle Location No BucketOptionChoose the Badge.
Cloud Content Delivery Bundle Location Badge Option
Make this the active profile when building content for delivey with CCD.
See Profiles for information about how to modify profiles.
Configure groups with CCD URL
Configure groups to use Remote as their Build & Load Path in the inspector window.
Group Build & Load Paths
See Groups for information about how to modify groups.
Build, upload and release Addressable content
Using to CCD Dashboard/CLI
To generate and upload Addressable content to your CCD project:
- Set the profile you have set up for CCD as the active profile.
- Build your Addressables content.
- If you are making a full content build, see Building your Addressable content.
- If your are updating an existing build with modified remote content, see Building for content updates.
- Upload the files created at the remote build path using the CCD dashboard or command-line interface.
- Create a release and update the badge using the CCD dashboard or command-line interface.
Building your Addressable content generates a content catalog (.json), a hash file (.hash), and one or more AssetBundle (.bundle) files. Upload these files to the bucket corresponding to the URL used in your profile load path.
If you have made changes to local content, you must create a new Player build.
If you are using the Unity Cloud Build service, you can configure your cloud builds to send content to CCD. See Using Addressables in Unity Cloud Build for information.
Using CCD Management package
To generate, upload, and release Addressable content to your CCD project:
- Open the Groups window (menu: Window > Asset Management > Addressables > Groups).
- Use the Build & Release option.
The CCD Management package will use the default build script behavior to generate the Addressable bundles. Then, all groups associated with a path pair that is connected to a CCD bucket and badge via the drop-down window will have their generated bundles uploaded by the management package to those remote target. Finally, the management package will a create release for those remote target and update their badge.
Build & Release option
CcdManager
When setting up the project profile path pairs and utilizing CCD, there is an option to use Automatic
. This option utilizes the CcdManager
to set static properties at Runtime to tell Addressables which Environment, Bucket, and Badge to reach out to for loading assets. The CcdManager
has 3 main properties: EnvironmentName
, BucketId
, and Badge
. Setting these properties at runtime before Addressables initializes will tell Addressables to look at these locations within CCD. To learn more about environments, buckets, and badges see CCD organization.
Example Snippet of setting CcdManager Properties:
CcdManager.EnvironmentName = ENV_NAME;
CcdManager.BucketId = BUCKET_ID;
CcdManager.Badge = BADGE;
// Addressables call to load or instantiate asset
Note
ANY Addressables call initializes the system so be sure to set the CcdManager
prior to any Addressables call to ensure that there are no race conditions or unexpected behaviors.