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Question by hurjmdev · Dec 17, 2020 at 07:47 AM · assetbundle

Addressables implementing questions

Hi, I'm new to Addressables and I'm trying to download some DLC content. This is exactly what I want to do.

  1. First, check whether the asset has been changed.

  2. If it has changed, measure the download size and make sure there is enough space on the device.

  3. Download if there is enough space.

I used a function called Addressables.CheckForCatalogUpdates() to solve #1 and it worked fine. Then, in step 2, I used Addressables.GetDownloadSizeAsync() to measure the download size, but the size came out as 0. After experimenting here and there, I found out that I should do Addressables.UpdateCatalogs() before measuring the size. And I used Addressables.DownloadDependenciesAsync() to solve #3.


Implementing the above, I got a few questions.

  1. Did I do it right?

  2. I use Labels to specify which assets to download and load. But when I don't use that label the first time build the app, an invalidkeyexception appear when I try to download or load an asset that label later. So I just set a label on an empty asset and use it. Is this a bug or am I using it wrong?

  3. When I do LoadAssetsAsync(), it seems that the download function is also used. Is there any way to turn this off?

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