Comments (5)
Hi @ambr-kobayashi,
Thanks for reporting the issue. However, I can not reproduce it with 1.8.3. The importer creates AddressableAssetEntry using AddressableAssetSettings.CreateOrMoveEntry, which is the same as the Addressable GUI does. For m_MainAsset
and m_TargetAsset
, both are just cached properties and can be re-acquired from runtime.
E.g. the only place that references m_MainAsset
is via MainAsset
:
[SerializeField]
private UnityEngine.Object m_MainAsset;
/// <summary>
/// The main asset object for this entry.
/// </summary>
public UnityEngine.Object MainAsset
{
get
{
if (m_MainAsset == null)
{
AddressableAssetEntry e = this;
while (string.IsNullOrEmpty(e.AssetPath))
{
if (e.ParentEntry == null)
return null;
e = e.ParentEntry;
}
m_MainAsset = AssetDatabase.LoadMainAssetAtPath(AssetPath);
}
return m_MainAsset;
}
}
from unity-addressable-importer.
@favoyang
Thanks for replying quickly!!
I'll organize how to represent this situation.
from unity-addressable-importer.
Could you reproduce the issue? If not I'm going to close this issue, because the title is a bit misleading.
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@favoyang
sorry for re-investigating about this issue.
From the conclusion, your plugin works fine, so this issue should be closed.
Though there are difference of AddressableAssetGroup between adding manually and using this plugin in yaml file.
yaml file becomes like this with manually add addressables to asset groups( using GUI ).
m_SerializeEntries:
- m_GUID: 1960c6e5989d942febb46da7fd71cdc1
m_Address: asset_001
m_ReadOnly: 0
m_SerializedLabels: []
m_MainAsset: {fileID: 8300000, guid: 1960c6e5989d942febb46da7fd71cdc1, type: 3}
m_TargetAsset: {fileID: 8300000, guid: 1960c6e5989d942febb46da7fd71cdc1, type: 3}
- m_GUID: 36e7e2406deee4ebe86c1f635eb36a5f
m_Address: asset_002
m_ReadOnly: 0
m_SerializedLabels: []
m_MainAsset: {fileID: 8300000, guid: 36e7e2406deee4ebe86c1f635eb36a5f, type: 3}
m_TargetAsset: {fileID: 8300000, guid: 36e7e2406deee4ebe86c1f635eb36a5f, type: 3}
with using this plugin, yaml file becomes like this.
m_SerializeEntries:
- m_GUID: d5a0e7311d56e46a194fd2ae8de6d3ef
m_Address: asset_003
m_ReadOnly: 0
m_SerializedLabels:
- LabelTest
m_MainAsset: {fileID: 0}
m_TargetAsset: {fileID: 0}
- m_GUID: f1feb72c825d44c89a1614f8b4f70c1a
m_Address: asset_004
m_ReadOnly: 0
m_SerializedLabels:
- LabelTest
m_MainAsset: {fileID: 0}
m_TargetAsset: {fileID: 0}
However, AddressableAssetEntry.TargetAsset
and AddressableAssetEntry.MainAsset
are used in ( refered by ) EditorScript only.
Therefore, there is no effect on runtime script.
I apologize about miss reporting and checking behaviour insufficiently.
from unity-addressable-importer.
Thanks for the detailed explanation. I guess when you using the GUI the m_MainAsset and m_TargetAsset are touched and serialized by Unity.
Issue closed.
from unity-addressable-importer.
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