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In our game, we have a ton of user-generated content--UGC--that we want to allow the user to download via Addressables in our Unity game because it's not feasible to include every .asset that is generated in our build. They build these .assets in the game. The problem is that the only way I know how to generate an Address for that specific .asset itself is by dragging it into Unity, then marking it as Addressable.

The UGC is currently stored on S3, and if I can include an Address to it via the catalog without having it in the Unity repository I can use Addressables (as long as the RemoteLoadPath is set correctly). I'm not sure if this is possible though, and if Addressables is not meant for this.

Perhaps what I want to do would be better served by AssetBundles or using a UnityWebRequest with a URL to S3 where the build doesn't need to know anything about the .asset that needs to be included. I would have to manage loading/unloading myself but that is fine--I can figure that out. This is just for a proof of concept.

Thanks in advance for any help!

Vishaal Kalwani
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