WuhuIslandTesting/Library/PackageCache/com.unity.addressables@1.21.12/Documentation~/content-distribution/AddressablesCCD.md
2025-01-07 02:06:59 +01:00

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addressables-ccd

Addressable Asset system with Cloud Content Delivery

You can use the Addressable asset system in conjunction with Unity Cloud Content Delivery (CCD) to distribute your remote Addressables content.

Note: The purpose of this page is to describe how to link the concepts of Addressable Assets to CCD, and isn't meant to be an in-depth discussion of these ideas. Before you read this page, make sure you are familiar with both the Addressable system and Cloud Content Delivery.

To set up Addressable assets to work with CCD:

  1. Configure a profile to include your CCD URL
  2. Build your AssetBundles, then upload them to CCD

See Getting Started for information about installing and implementing the Addressables package.

See Upgrading to the Addressables System for information about integrating Addressables in an existing Unity Project.

See Remote content distribution for information on how to set up your Project so that you can host your Addressables content on a remote server.

See Unity Cloud Content Delivery for more information about CCD.

Configure profile with CCD URL

Tip

The BuildPath and LoadPath variables stored in Profiles specify where the Addressables system creates your build artifacts and where it looks for your assets at runtime. Configure the remote paths to work with CCD. (Leave the local paths with their standard, default values, unless you have a specific reason to change them.)

If necessary, create a new profile for publishing builds to CCD on the Profiles window. Configure the remote path variables in this profile to access your content at the correct URL.

You can set the remote BuildPath to a convenient value. If you have multiple profiles, consider using a unique build path for each of them so that the build artifacts do not get mixed together, especially if you are hosting them from a different remote URL.

Set the remote LoadPath to one of the following two paths:

  • If you publish content using a badge:
  https://(ProjectID).client-api.unity3dusercontent.com/client_api/v1/environments/(EnvironmentName)/buckets/(BucketID)/release_by_badge/(BadgeName)/entry_by_path/content/?path=

  • If you publish using a release:
  https://(ProjectID).client-api.unity3dusercontent.com/client_api/v1/environments/(EnvironmentName)/buckets/(BucketID)/releases/(ReleaseID)/entry_by_path/content/?path=

where:

  • (ProjectID) is your CCD project's ID string
  • (EnvironmentName) is the name of the Environment of your project
  • (BucketID) is the Bucket ID string for a CCD bucket within your project
  • (ReleaseID) is the ID of a specific release within a bucket
  • (BadgeName) is the name of the specific CCD badge

See Profiles for information about how to create and edit profiles.

Important

You must perform a full rebuild your Addressables content when you change the remote load path.

Using the Cloud Content Delivery Bundle Location Option in a Profile

If your project is set up to use the Unity Cloud Content Delivery service, you can set the profile's remote path pair to publish content to a designated bucket and badge.

Important

This feature requires the Content Delivery Management API package.

To set up a Profile variable to use the CCD bundle location:

  1. Open the Profile window (menu: Window > Asset Management > Addressables > Profiles).
  2. Select the profile to change.
  3. Change the Remote variable to use the Cloud Content Delivery Bundle Location.

    Cloud Content Delivery Bundle Location Option
  4. Choose Automatic (set using CcdManager) or Specify the Environment, Bucket, and Badge option

    Cloud Content Delivery Bundle Location Option 2

    Note

    The CcdManager is a static class that is used to notify Addressables which Environment, Bucket, and Badge to load from at Runtime. See CcdManager.

    • If choosing Automatic, select the environment you wish to use

      Cloud Content Delivery Bundle Location Automatic Environment Option
    • If choosing to specify, select the environment you wish to use

      *Cloud Content Delivery Bundle Location Environment Option
  5. Choose the Bucket to use.

    Cloud Content Delivery Bundle Location Bucket Option

Note

If no buckets are present, you will be shown this window before continuing.

Cloud Content Delivery Bundle Location No BucketOption

  1. Choose the Badge.

    Cloud Content Delivery Bundle Location Badge Option

Make this the active profile when building content for delivey with CCD.

See Profiles for information about how to modify profiles.

Configure groups with CCD URL

Configure groups to use Remote as their Build & Load Path in the inspector window.


Group Build & Load Paths

See Groups for information about how to modify groups.

Build, upload and release Addressable content

Using to CCD Dashboard/CLI

To generate and upload Addressable content to your CCD project:

  1. Set the profile you have set up for CCD as the active profile.
  2. Build your Addressables content.
  3. Upload the files created at the remote build path using the CCD dashboard or command-line interface.
  4. Create a release and update the badge using the CCD dashboard or command-line interface.

Building your Addressable content generates a content catalog (.json), a hash file (.hash), and one or more AssetBundle (.bundle) files. Upload these files to the bucket corresponding to the URL used in your profile load path.

If you have made changes to local content, you must create a new Player build.

If you are using the Unity Cloud Build service, you can configure your cloud builds to send content to CCD. See Using Addressables in Unity Cloud Build for information.

Using CCD Management package

To generate, upload, and release Addressable content to your CCD project:

  1. Open the Groups window (menu: Window > Asset Management > Addressables > Groups).
  2. Use the Build & Release option.

The CCD Management package will use the default build script behavior to generate the Addressable bundles. Then, all groups associated with a path pair that is connected to a CCD bucket and badge via the drop-down window will have their generated bundles uploaded by the management package to those remote target. Finally, the management package will a create release for those remote target and update their badge.



Build & Release option

CcdManager

When setting up the project profile path pairs and utilizing CCD, there is an option to use Automatic. This option utilizes the CcdManager to set static properties at Runtime to tell Addressables which Environment, Bucket, and Badge to reach out to for loading assets. The CcdManager has 3 main properties: EnvironmentName, BucketId, and Badge. Setting these properties at runtime before Addressables initializes will tell Addressables to look at these locations within CCD. To learn more about environments, buckets, and badges see CCD organization.

Example Snippet of setting CcdManager Properties:

   CcdManager.EnvironmentName = ENV_NAME;
   CcdManager.BucketId = BUCKET_ID;
   CcdManager.Badge = BADGE;

   // Addressables call to load or instantiate asset

Note

ANY Addressables call initializes the system so be sure to set the CcdManager prior to any Addressables call to ensure that there are no race conditions or unexpected behaviors.

Using Build Events

CCD provides a means of wrapping the build and upload service to provide additional functionality.

Adding a build event

You can add additional events to PreUpdate and PreBuild event chains.

[!code-cssample]

Disabling version override warnings

If you are getting warnings about overriding the player version and would like to keep your current setup, you can disable the warnings by removing the corresponding build events.

[!code-cssample]