I've seen several Unity member forum posts saying that you can't use SBP with the Accelerator. Addressables use the SBP. Does this mean you can't use Addressables with the Accelerator cache server? Would I have to use the Cache server v1 for Addressables? If so, doesn't this mean I would also have to downgrade to Unity 2019 for this, since Cache server v1 only supports Asset Pipeline v1, and Asset Pipeline v1 was deprecated?
I'm really confused at how all of this is connected. Is this the intended way the Accelerator is supposed to work, with only Asset Bundles?
#Unity Accelerator Usage?
1 messages · Page 1 of 1 (latest)
what is the SBP again?
what are you saying
what forum posts? what is the issue you've observed?
SBP = scriptable build pipeline.
This forum post: https://forum.unity.com/threads/i-cannot-upload-assets-with-unity-accelerator-how-to-deal-with-it.936221/#post-6301914
I've been able to connect with the Accelerator, I can see it in the build logs. The project I'm using still seems to re-import assets after downloading from the accelerator cache server.
can i ask what you are using addressables for?
are you making a mobile game?
accelerator is meant for the editor
you don't have to use a build artifact cache at all
maybe there's a way to turn it off
anyway might be a better question for unity support
I use the accelerator for build machines on the network. So this actually gets used a lot.
The incorrect way the Accelerator is working, it's taking 20+ minutes to import assets/reload assemblies/compile scripts upon first starting Unity during the build process.
I opened a forum thread about this too, several days ago. No responses yet, so I'm trying to get Unity support to answer. Release notes for the Accelerator also stopped a year ago, despite newer updates, so info is outdated too.