A minimal demonstration of keeping a persistent, shared instance of a ScriptableObject in memory across multiple scenes when using Addressables in Unity 2021.2.
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Updated
Dec 4, 2022 - ShaderLab
A minimal demonstration of keeping a persistent, shared instance of a ScriptableObject in memory across multiple scenes when using Addressables in Unity 2021.2.
After getting Unity's Addressables system working myself, I pulled together some simple examples of my own code working in standard Coroutines in the hopes that it will help others on the path to mastering this system.
Unity Benchmark comparing "Resources" vs Addressable load time
An extension library for the Addressables to use them in conjunction with UniRx
Core Package Dependency for Metaverse Sandbox project with logic meant to distribute to general public
Unity + Addressables + Markdown
A git-based locking mechanism for Unity CCD bucket operations. Can be used to prevent simultaneous operations.
A class that manages the number of prefabricated instances
Unity collaboration development using Google Spreadsheet.
Base Unity Project for MetaverseSandbox. "Base Game" without DLCs
2D Space Shooter inspired by Space Invaders developed in Unity3D
Space Invaders Clone
This project was created according to the K-Syndicate course. In it I applied a new way to design architecture.
Basic implementation of a system for persisting data between scenes and sessions using event-driven architecture based on Scriptable Objects
Sample project to implement Addressables support
A step-by-step guide on how to hotfix using Unity's Addressables system. Tested on Mac and Android.
A simple tool that strikes a happy medium between AssetBundles and Addressables
Tool and library to manipulate Catalog files in Unity games for modding purposes
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