Addressable Asset Settings reference
To manage how Addressable assets work in your project, use the Addressable Asset Settings Inspector. To open this Inspector, go to Window > Asset Management > Addressables > Settings.
The Addressables system stores the settings asset in the AddressableSettingsData
folder in the project's Assets
folder. If this folder doesn't exist yet, you must initialize the Addressables system from the Groups window (menu: Window > Asset Management > Addressables > Groups).
The Addressable Asset Settings Inspector
The Inspector contains the following sections:
- Profile
- Diagnostics
- Catalog
- Update a Previous Build
- Downloads
- Build
- Build and Play Mode Scripts
- Asset Group Templates
- Initialization object list
- Cloud Content Delivery
To open the Groups window, select Manage Groups.
Profile
Property | Description |
---|---|
Profile In Use | Choose the active profile, which determines the value of the variables that the Addressables build scripts use. For more information, refer to the Profiles documentation. |
Manage Profiles | Opens the Profiles window |
Diagnostics
Property | Description |
---|---|
Log Runtime Exceptions | Enable this property to log runtime exceptions for asset loading operations and record the error to the AsyncOperationHandle.OperationException property. |
By default, Addressable Assets only logs warnings and errors. To enable detailed logging, open the Player settings window (menu: Edit > Project Settings > Player), go to Other Settings > Configuration section, and add ADDRESSABLES_LOG_ALL
to the Scripting Define Symbols field.
Catalog
Property | Description | |
---|---|---|
Player Version Override | Overrides the timestamp used to create the remote catalog name. If set, the remote catalog is named, Catalog_<Player Version Override>.json . If left blank, then Unity uses the timestamp.If you use a unique remote catalog name for every new build, you can host multiple versions of your content at the same base URL. If you use the same override string for every build, then all players load the new catalog. Player update builds also always use the same remote catalog name as the build they're updating. For more information, refer to Content update builds. |
|
Compress Local Catalog | Enable this property to build the catalog in a compressed AssetBundle file. This property reduces the storage size of the catalog, but increases the time to build and to load the catalog. | |
Build Remote Catalog | Enable this property to create a copy of the content catalog for storage on a remote server. When you enable this property the following options are available: | |
Build & Load Paths | Set where to build and load the remote catalog. Choose a Profile path pair from the list or select <custom> if you want to set the build and load paths separately. |
|
Build Path | Only displayed if you set Build & Load Paths to <custom> . Set where to build the remote catalog. Typically, you should use the RemoteBuildPath Profile variable. |
|
Load Path | Only displayed if you set Build & Load Paths to <custom> . Set the URL at which to access the remote catalog. Typically, you should use the RemoteLoadPath Profile variable. |
|
Only update catalogs manually | Enable this property to disable the automatic check for an updated remote catalog when the Addressables system initializes at runtime. You can manually check for an updated catalog. |
Update a Previous Build
To use the properties in the Update a Previous Build section, you must enable the Build Remote Catalog property.
Property | Description |
---|---|
Check for Update Issues | Choose whether to perform a content update restriction as part of the update, and how to handle the result. |
Content State Build Path | Set where to build the content state file that the default build script builds. |
Downloads
Property | Description |
---|---|
Custom certificate handler | Set the class to use for custom certificate handling. The list has all classes in the project that extend UnityEngine.Networking.CertificateHandler . |
Max Concurrent Web Requests | Set the maximum amount of concurrent web requests. The system queues any requests beyond this limit. 2 to 4 concurrent downloads are recommended to reach the best download speeds. |
Catalog Download Timeout | Set how many seconds to wait for a catalog file to download. If you set this to 0 there will be no timeout. |
Build
Property | Description | |
---|---|---|
Build Addressables on Player Build | Select how Unity builds Addressables content as part of the Player build. The Build Addressables content on Player Build and Do not Build Addressables content on Player Build properties override the global Preference for the current project and affect all contributors who build the Project. Otherwise, the global Preferences value applies to all Unity projects. Refer to Building content for more information. |
|
Build Addressables content on Player Build | Always build Addressables content when building the Player. | |
Do not Build Addressables content on Player Build | Never build Addressables content when building the Player. If you modify Addressables content, you must rebuild it manually before building the Player. | |
Use global Settings (stored in preferences) | Use the value specified in the Unity Editor Preferences under Addressables. | |
Ignore Invalid/Unsupported Files in Build | Enable this property to exclude invalid or unsupported files from the build script rather than aborting the build. | |
Unique Bundle IDs | Enable this property to make a unique name for a bundle in every build. Refer to Unique Bundle IDs for more information. | |
Contiguous Bundles | Enable this property to produce a more efficient bundle layout. If you have bundles produced by Addressables 1.12.1 or earlier, disable this property to minimize bundle changes. | |
Non-Recursive Dependency Calculation | Enable this property to improve build times and reduce runtime memory overhead when assets have circular dependencies. For example, A prefab assigned to Bundle A references a material assigned to Bundle B. If this property is disabled, Unity needs to calculate the material's dependencies twice, once for each bundle. If this option is enabled, Unity only needs to calculate the material's dependencies once, for Bundle B. In an example where many scenes reference the same material, if this property is disabled, Unity opens each scene to calculate shader usage, which is a costly operation. If this property is enabled, Unity only loads the material and doesn't need to open any scenes for dependency calculation. This option is enabled by default when using Unity version 2021.2 or later. Disabling this option invalidates previously built bundles because the rebuilt bundles have a different build layout. Therefore, leave this property enabled unless you've shipped a build. Some circular dependencies might fail to load when the option is enabled because the referenced asset is always assigned to the same bundle location, even when more content is added to the build. This issue often occurs for Monoscripts. Building the MonoScript bundle can help resolve these load failures. |
|
Strip Unity Version From AssetBundles | Enable this property to remove the Unity version from the bundle header. | |
Disable Visible Sub Asset Representations | Enable this property to improve build times if you don't use sub-objects directly (such as sprites, or sub-meshes). | |
Shared Bundle Settings | Determines the group whose settings used for shared bundles (Monoscript and UnityBuiltInAssets). By default this is the default group. | |
Shared Bundle Settings Group | Group whose settings are used for shared bundles (Monoscript and UnityBuiltInAssets). | |
Built In Bundle Naming Prefix | Choose how to name the bundle produced for Unity built in resources. | |
MonoScript Bundle Naming Prefix | Choose how to name the bundle that contains all MonoScripts. The bundle ensures that Unity loads all Monoscripts before any MonoBehaviours can reference them. It also decreases the number of duplicated or complex Monoscript dependencies and so, reduces runtime memory overhead. |
Build and Play Mode Scripts
Configures the IDataBuilder
scripts available in the project. If you create a custom Build or Play mode script, you must add it to this list before you can use it.
The Addressables packages has some default build scripts that handle the default build processes and offer different ways to access data in Play mode. You can find these scripts in the AddressableAssetData/DataBuilders
folder.
Note
Build and Play mode scripts are ScriptableObject
assets. To create a ScriptableObject asset for a Build or Play mode script, follow the instructions in the ScriptableObject manual page.
To add a custom script, select the + button and choose the ScriptableObject asset which represents the desired script from the file panel.
Refer to Custom Build Scripting for more information about custom scripts.
Asset Group Templates
Defines the list of templates that you can use to create new groups. When you create a new template, you must add it to this list before you can use it.
The Addressables package has one template that includes the schemas that the default build scripts uses. You can find the template in the AddressableAssetData/AssetGroupTemplates
folder.
Note
Group templates are ScriptableObject assets. To create a ScriptableObject asset for a group template, follow the instructions in the ScriptableObject manual page.
To add a custom template, select the + button and choose the ScriptableObject asset which represents the desired template from the file panel.
Refer to Group templates for information on creating custom templates.
Initialization object list
Configures the initialization objects for the project. Initialization objects are ScriptableObject classes that implement the IObjectInitializationDataProvider
interface. You can create these objects to pass data to the Addressables initialization process at runtime.
Note
Initialization objects are ScriptableObject assets. To create a ScriptableObject asset for an initialization object, follow the instructions in the ScriptableObject manual page.
To add an initialization object, select the + button and choose the ScriptableObject asset which represents the desired object from the file panel.
Refer to Customizing initialization for more information.
Cloud Content Delivery
Property | Description |
---|---|
Enable CCD Features | Enable this property to enable CCD features. |
Log HTTP Requests | Enable this property to log http requests to the CCD Management API. |
Log HTTP Request Headers | Enable this property to additionally log request headers when logging requests to the CCD Management API. |