Hello everyone,
As part of the migration of my ORK2 to ORK3 project, I wonder if it would not be wise to immediately use the new build deployment system offered in the latest version of unity.
For example, for the Android platform, the classic Asset Bunble system is no longer supported by Google and it is recommended to use the Unity Addressable Asset System with the new APK file extension (aab)
I work alone on my project and I must admit that all this seems slightly complex to me at the moment but I understand the usefulness of using the Unity Addressable Asset System.
This makes it easier to deploy, update and manage the content of a project (reducing loading times etc...).
I know that ORK is fully compatible with the Asset Bunble System but I can't figure out what it has for the Unity Addressable Asset System.
I don't see an option in the choice of the resource that allows ORK to fetch Assets or load scenes from Unity Addressable Asset System (unlike the asset bunble).
So I would like to know if some of you use this system and if you have any advice or important script used for it.
I presice that I consulted the tutorial of "Indie Tutorials" (thank you by the way and congratulations for the job), but this tutorial is not complete (it does not go into details and does not really explain the issues) and especially the video series on the subject is not finished.
"How-to ORK Framework - Implementing the Addressables System Part 1" By Indie Tutorials@GIL I saw that on another topic, you advised a user not to worry too much about this type of problem in the first development phase of a project, but since my project is the result of a migration and I'm alone, I prefer to organize things before they become more complex and unmanageable xD.
Thanks in advance .
The main two reasons I didn't finish the tutorial are:
1) Lack of advanced knowledge on ORKFramework 3, I don't even have advance knowledge of ORK 2 ;p
2) To fully implement the Addressable logic it needs changes in the core of the framework, which means having to maintain those changes with each version released.
I hope you can understand.
Cheers
I better understand the end of the tutorial series and I therefore understand that I should do without this feature for the moment.
I will try to use the assets bundle system to avoid long loading Time and manage assets distribution.
I have just noticed the great quantity of tutorials that you have already produced.
wow this is really impresive and it covers so much things
thank you..
Personally, that's why I find ORK Framework great, without coding knowledge and with a little intelligence, it is possible to achieve great things thanks to the visual code system (schematic) and even with a little will to put your hands lightly in the development system (call function, use variable, change field etc.) to adapt other assets and make them work with ORK.
I recently worked on using Cinemachine to animate the camera of my turn-based combat and the result is really satisfying for me.
The camera management system offered by Ork is really very good, but I needed more dynamism and these are the results I was able to obtain using Ork3(makinom) and Cinemachine.
I have no doubt that you will surely master ORK frameworkd perfectly in no time and will provide great tutorials for the community.
So thank you and thank you GIL !
I can't find anything on that, has Unity addressed that anywhere?
Generally, since addressables are part of a separate package and not a core Unity functionality, it can't be part of ORK/Makinom's core functionality and needs to be added as an extension. Makinom's AssetSource system allows for doing that, so it should be possible, but I haven't really had the time to take a deep dive into addressables yet.
The overall systems seems to be somewhat of a mess and I'm not even able to find any Unity compatibility list/table or if it's even production ready.
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I think I was totally wrong, google still supports Asset Bunble functionality, it's just the format in which the application is distributed that changes.
See link below:
https://forum.unity.com/threads/aab-support-does-that-mean-we-dont-need-to-use-pad.1129876/
More on the sujbect :
https://github.com/airsdk/Adobe-Runtime-Support/issues/439
https://android-developers.googleblog.com/2021/06/the-future-of-android-app-bundles-is.html
On the other hand, I cannot say if this implies changes to be expected for users of ORK for android, in their way of managing/positioning their assets.
I'm not competent enough for that. Thank you for these precisions and I understand that for the moment, it is too early to envisage any integration of this system with ORK/Makinom.
From what I have read, unity is considering the use of this system (Addressable) as the future and in the long term it could therefore be necessary to work on it (within several years I imagine).
This surely also explains the lack of documentation allowing the integration of this system.
In the meantime, let's be content with what we have :)
Support for addressables is planned for the future in any case. Just can't say when, though - but it'll be in form of an extension (i.e. just a separate script that you can import) due to it being part of an optional package and not a core Unity functionality.
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