I’m currently in development using Unity, making games using the addressable system.
The process of checking and downloading bundle updates before entering the game on the title scene.
When I come to the title scene while playing without ending the game in this process, I want to check for bundle updates and download them.
The folder structure is used as {platform}/{version} and folder management is performed as version as shown. And, bundle files exist in the folder.
( The version is changed by the value given by the server and is looking at the variables in the class. )
(ex. xxxxxx/android/123 )
For example, if you are playing a game using Bundle 123 and you move to the title without ending the game after 124 comes up, you want to download and use Bundle 124 as a result.
But the code I’m using is if I’m playing in bundles 123, I’m constantly looking at it 123 times unless I quit the game, and I can’t check for updates and I’m not forced to download it.
I don’t know what I’m missing or what action is needed.
I don’t even know if this is impossible.
That’s why I need your help.
I wanted to put an image in a post that wasn’t a shortcut, but I got an error saying that it’s only possible to have a flat plate of 10 or more, so please understand that I attach it like this.
void CheckSize()
{
var lsAddressablesLabel = new List<string>() { "UI", "Scene", "Table" };
var down = Addressables.GetDownloadSizeAsync(lsAddressablesLabel);
while (!down.IsDone)
yield return null;
_totalBundleSize = down.Result;
}
void Down()
{
long totalDownSize = 0;
var lsAddressablesLabel = new List<string>() { "UI", "Scene", "Table" };
foreach (var label in lsAddressablesLabel)
{
var oper = Addressables.DownloadDependenciesAsync(label, false);
}
}
addressables setting
bundle setting
1