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Question by Wochenende · May 16 at 12:42 PM · webgl3d modelsremoteassetdatabase

Is there a way to build Addressable Assets outside of the Editor?

Lets say i got a Unity WebGL Build that is developed by an external Company and all i do is add that WebGL Component to my Website.
The Problem is that the Application has thousands of 3D Models, but during runtime the User will only need a few of these Models (but all need to be available). Because of this, the Browser loads forever since it loads all the Assets.
Now im considering to use Addressable Assets hosted on some sort of CDN for the Application to only load Assets when needed. The Problem is that the Assets need to be maintained by me, even after launch, and not the Company actually building the App.
Therefore to my Questions:

  1. Can u somehow build the Contents needed for a remote Asset Hosting without using the Unity Editor itself (since i would need to buy a License only to build Addressables with it) ?

  2. If not, is there a way to automatically build/update Addressables in large Quantities from inside the Editor without having to add each Asset individually?

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