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Question by GabeGrow_RTI · Apr 15, 2021 at 11:14 AM · buildruntimememory management

Unity 2019.4 Addressables - Is it possible to import assets and set as Addressable at runtime?

Hey all,

I'm trying to learn my way through Unity's Addressables system and have a few questions about organizing and building my Addressables.


Ultimately, I need a system that imports assets from a local or remote folder during runtime on device and gives me the ability to control their memory better than standard Unity preferably without having to build again.
Project requirement is to be expandable. More Addressables(models, graphics, etc) need to be added as time goes on without additional building and pushing to device. It seems as though Addressables are supposed to be manually set through the groups menu or added through editor scripts However, I don't have access to editor capabilities at runtime or after building, which limits my ability to grab new Addressable assets.


Is there a way for me to add new Addressables after building to device?

Am I misunderstanding the limits/intended functionality of Addressables?

Would you suggest a different technique/system for importing new assets at runtime/post-build?

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Answer by karl_jones · Apr 15, 2021 at 11:14 AM

Sounds like you need a custom provider. Like this user: https://forum.unity.com/threads/extend-addressables-with-custom-provider.1046551/

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avatar image GabeGrow_RTI · Apr 15, 2021 at 03:22 PM 0
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I'm not sure that's the direction I'm looking for. It looks like this custom provider allows me to get previously designated addressables from different locations, etc. I'm looking something that sets objects as addressable at runtime without building again. I already have access to the location and data around the objects I want to grab, I just don't know how to manipulate those objects.

Thank you for the reply!

avatar image andrew-lukasik GabeGrow_RTI · Apr 17, 2021 at 11:07 PM 0
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It works runtime too, as far as I can tell.

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src-addressables-with-custom-provider.zip (6.3 kB)

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