Hi!
I’m using Unity 2022.3.62f2, Entities 1.3.14, Addressables 1.22.3, and SBP 1.22.5, trying to figure out the best way to organize content for patchable updates using Entities content archives.
I’ve run into a few issues:
- Nondeterministic builds
- Large diffs on minor updates
Things that seem to affect build consistency (not sure if these are bugs to be reported):
- GlobalEntitySceneDependency.asset — if this changes, updates break; seems it must stay stable between builds.
- UnityObjectRef / UntypedUnityObjectRef — their GetHashCode() relies on instanceId, which isn’t stable. Reimplementing to use GUIDs improved determinism.
- Shared content archives — editing a Mesh or ParticleSystem rebuilds almost all archives, but Collider edits don’t, for example.
I’d like to:
- Build initial content once and host it on a CDN
- Let players download it
- Build and publish incremental content updates (add/modify sub-scenes) where players only download small diffs — similar to Addressables
How should I organize Entities content (sub-scenes, etc.) to make updates modular and minimize re-download size? What are the best practices?
Thanks for your time! Any advice or pointers would be greatly appreciated!
Here are some relevant Unity Forum threads with more information: