
See AssetBundle Compression for more information. LZ4 is usually the most efficient option, but other options can be better in specific circumstances. The compression type for all bundles produced from the group. Altering these paths also precludes building your Addressables as part of the Player build. If you do, you must copy the local build artifacts from your custom build location to the project's folder before making a Player build. In most cases, you should not change the local build or load paths from their default values. That portion of the path is replaced by the current value of the static variable when the Addressables system initializes at runtime. Components of the path in braces, such as, indicate that static variable is used to construct the final path at runtime. When you choose a Profile variable, the current evaluation of the path is shown in the Path Preview. For example, choosing a load path variable for a build path setting wouldn't give you a useful result. Note that only variables intended for a given purpose should be used for a setting. The build and load path options are defined by variables in your Profiles. : specify a string as the load path for this group. RemoteLoadPath: use for assets that you plan to distribute using a remote hosting service such Unity Cloud Content Delivery or other Content Delivery Network. LocalLoadPath: use for assets that you plan to distribute as part of your application installation. Use one of the following for the load path: Ī Profile variable that defines where the Addressables system loads the build artifacts for this group at runtime. Only shown if you set Build & Load Paths to. : specify a string as the build path for this group. RemoteBuildPath: use for assets that you plan to distribute using a remote hosting service such Unity Cloud Content Delivery or other Content Delivery Network. LocalBuildPath: use for assets that you plan to distribute as part of your application installation. Use one of the following for the build path: Choose a path pair from the list or select if you want to set the build and load paths separately.Ī Profile variable that defines where the Addressables build system creates artifacts for this group. The Profile path pair that defines where the Addressables build system creates artifacts for this group and where the Addressables system loads those artifacts at runtime. The Build and Load Paths settings of the Content Packing & Loading schema determine where the artifacts for your content builds are created and where the Addressables system should look for them at runtime. Assets in such a group cannot be processed by the default build scripts.Ĭontent Packing & Loading settings Build and Load Paths If you create a group with the Blank template, then no schemas are attached to the group.
