Among other things, they are commonly used for downloadable content (DLC) and loading optimized assets for different target platforms. Asset Bundle: A container that holds non-code assets that can be loaded at runtime.Here’s an overview of key terms that you’ll hear frequently:
This tutorial will focus on two must have core concepts – asset bundles and addressable terminology/structure. It also introduces it’s own set of concepts for you to know. Part of what makes the Addressable system tricky to learn at first, is that it overlaps with other areas such as the Scriptable Build Pipeline, memory management, and Asset Bundles. Check out this tutorial if you are interested in learning more. Memory management in Unity is a topic all in itself that I will not go into here. In truth, it often happens later and can sometimes leave scraps around that the garbage collector (GC) does not pick up. It’s a common misconception that Destroy(object) will instantly unload the asset completely from memory. It also comes with a robust profiler to help identify potential issues with memory allocation in your game. Better memory management: The system will intelligently handle coordinating which resources are loaded/unloaded.
This ensures that everything required by the asset is properly loaded before serving you back your request. The catalog knows about the interdependencies between all of your asset bundles. Streamlined content packaging & dependency management: The system will build a catalog and asset bundles based on how you’ve organized your addressed assets into groups.Additionally, the system will automatically take care of packaging your Asset Bundles. This creates less chance for errors due to moving or renaming your assets.
You are also free to structure your project however you want.