#Is there a way to load enitities/authorings using addressables?

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jolly crow
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I have a model that describes a 3d world map using 3d array
3d array consists of cells with a ReactiveProperty<int> Id
What I need is to load an entity prefab based on that id
And to achieve that I need to somehow map the id and the prefab

For now I have an authoring in a sub scene with a list of other authorings that matches the Id
But, I want to load it using addressable, to be able to load/free them, is it possible?
Or I'm thinking in the wrong direction, since addressables and content management are incompatible due to difference in serialization?

storm mountain
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addressables are for runtime and authoring is for editor only so no, you can't load gameobject via addressables with authoring scripts to work as entity
you can have your own conversion from go -> entity and load addressables during runtime but think twice about it

jolly crow
# storm mountain addressables are for runtime and authoring is for editor only so no, you can't l...

I thought about my question, my concern is more about loading underlying meshes, materials, sprites using addressable, spawn entities and assign the weak reference at runtime

Let's say I have a building, building has a mesh renderer attached to it, the mesh itself is in the addressables bundle
What I seemingly can do is preload/warmup the mesh whenever I need to and assign the weak reference later to update the ecs mesh renderer component with the new mesh data