12/13/2022 0 Comments Fallout 4 better trash textures![]() ![]() Right now, if you use adressable assets in a scene using direct references (for example, putting a prefab that is an adressable asset in the scene), those assets will be built into scene data if that scene is included in the build settings. So what I think you mean after reading that article is that I need to call an Addressables.Load function during my scene load which I can create a loading bar from, as the assets are incrementally loaded, then once all of it is loaded, call the actual LoadScene function? If this is the case, must I explicitly load every single asset in the bundle, or can I just load the entirety of the relevant bundles into memory at once? There are hundreds of different objects and it is not practical to load them individually. ![]() ![]() I am only forced to go this route because my scene has too many textures and this is the recommended fix for that scenario. Just like any normal game out there with complex scenes, Skyrim, Fallout, GTA, etc. I am not instantiating any of this content, it should all be there from the get-go as soon as I load the scene. All I want to do is have a large static scene with lots of static geometry and accompanying textures. To clarify, I can still have the prefabs in the scene, but I just have to load them before the scene works and they should pop in automagically? My use case is extremely simple. I barely use the Resources folder, there is nearly nothing in there. Is this where all the shader variations are compiled? My project seems to generate tons of shader variants, which, from reading on several forums, is normal behaviour. Any ideas on why the build continues to generate the large sharedassets file? is the same size despite reorganizing into addressables. I followed the information that was available to me. Perhaps I'm using the addressables system incorrectly. I am still encountering the texture glitch bug where my textures are bugging out (the thing that made me and others notice this 4gb limit in the first place). However, my project still has the same size of the sharedasset files as you can see here, with exceeding 4.5gb: So that looks great, the files are all under 4gb. Here you can see the file sizes in my build directory addressables folder: D:\ProjectH\Builds\Build01\Test_Data\StreamingAssets\\StandaloneWindows64 I have arranged most of my scene asset into addressable asset folders per the 'Trash Dash' video. Uncompressed usage by category (Percentages based on user generated assets only): I have a lot of textures in my game, and I intend to add even more, so reducing the number of textures isn't an ideal answer for me, but rather finding ways that Unity can support large numbers of textures. Is that a correct assumption? I'll take some images so you can see what I'm talking about. I assumed having prefabs in the Scene serves the same function, that if the object is in the scene, it is the same as referencing it in code. There are no script calls to load anything. It is all just static level geometry/clutter. All i have done is place the prefabs into my scene and I'm loading the Scene using a simple load level call. I am trying the addressable asset system, but running into a problem. Fallout 4 better trash textures windows#Using Unity 2019.1.0a14 and windows 10, default build settings. Hello all, I posted this in the 4gb limit thread and recommended I cross-post here: ![]()
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