I didn't like Unity Addressable because of its schizocode, no comments, no detailed description of the package for its modification, the developers are silent on the forum...
I freaked out and wrote my asset loader in 2-3 hours
This action is to skip the asset through the filters and either add or not add it by returning an error in the console
ContentDatabase.LoadAsset<GameObject>("ClientUI", delegate (GameObject go)
{
if (go)
{
Instantiate(go);
}
});
- All possible chains of loading bundles to get an asset
- All assets included to the database
- Bundle Naming Mode
Only GUID - the name of the bundles will correspond to a unique id with a file extension
Only GUID Without Extension - The same thing but without the file extension
Name Type - The name will match the name of the asset in the project with the addition of a type name (for example floor_Texture2D or Penis_GameObject)
Name - The name will match the name of the asset in the project without adding a type name (when duplicating names, the type name will be added)
Raw Path - The bundles will be arranged according to the location of the files in the project
- Does not include information about the unity version in bundles, slightly complicates the decompilation of bundles due to the difference in serialization from version to version