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Question by ihe_unity · Dec 12, 2019 at 03:51 AM · sceneloading

Addressable for Oculus Go

Hi, I am trying to convert the Addressable Sample project on github (https://github.com/Unity-Technologies/Addressables-Sample) to Android mobile version and I am only using Scene Loading example in the Basic folder. I was able to make the button responsive to the OVR controller, etc. but having trouble understanding what to do with AddressableAssetsData folder. Supposely, this needs to be loaded onto the Go device.

Do you have any instruction on how to upload the asset file from AddressableAssetsData folder to Go ? It works nicely when it's windows platform but when it needs to be made for Oculus Go device, things get much complicated. Please help!

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Answer by WheresMommy · Dec 12, 2019 at 05:03 AM

Did you build the addressables after switching platform again, as you have to for each single platform before building.

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Answer by ihe_unity · Dec 12, 2019 at 04:45 PM

I did. I think what I don't understand is how to upload the asset files inside the AddressableASsetsData to Go device. Any advice? Thank you.

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avatar image WheresMommy · Dec 12, 2019 at 04:50 PM 0
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You either build local addressables, then you have them inside your build file. If you use remote access, you have to write inside that addressables profile, where your app will find them

avatar image ihe_unity WheresMommy · Dec 12, 2019 at 09:34 PM 0
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Do you mean the addressable files are included in AP$$anonymous$$?

avatar image WheresMommy ihe_unity · Dec 13, 2019 at 07:37 AM 0
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Yes, if you use the default profile, the system will include them in the build itself. No need to drop them somewhere then, just build the addressables before building the app itself, so you have an up to date version of the assets. $$anonymous$$oving the files somewhere is only needed if you want the game to download the assets from a remote server

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