Addressables download 100% CPU
I'm using Addressables.DownloadDependenciesAsync()
to retrieve all the addressable assets on my game start, however it uses as much CPU % as it is able to, is there a more lightweight alternative to doing this? I want the game to primarily be offline with the exception of the update so using Addressables.LoadAssetAsync()
isn't an option for me.
ok. i've found some problems in my addressable groups. main reason for this happening is dependency between bundles. more the dependency, more CPU time required to find them and solve them. this gets worse as number of bundles grows. so you'll have to try to manage your addressable assets to make sure there are right amount of bundles and limited or even better no dependency between them. use and avoid 'pack seperately' or 'pack together' based on types of assets in the group.
Answer by rabishan-maharjan · Jan 29, 2021 at 03:55 PM
having same issues. even when i'm downloading from localhost, it takes forever and consumes all the cpu. it was working fine few days ago. so not sure what happened.
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