Releases: needle-mirror/com.unity.addressables
Releases · needle-mirror/com.unity.addressables
1.28.1
2.7.6
[2.7.6] - 2025-11-10
- Fixed an issue where null reference errors were thrown when undoing a graph node deletion that referenced an Addressable Asset.
- Fixed a leak when releasing an InstanceOperation if it was pooled.
- Fix InvalidOperationException when renaming labels in Addressables Groups window.
- Error would get logged when trying to use Object.Destroy in the Editor during play mode.
- Fixed issue where the sub assets of an addressable folder are not flagged as modified during a content update.
- Add IBuildWindowExtension method for engine interface.
2.7.4
[2.7.4] - 2025-10-06
- Fixed an issue where having an empty custom load or build path in the inspector would spam the console.
- Fixed a faulty Inspector refresh mechanism when creating new addressables group from a template.
1.28.0
[1.28.0] - 2025-09-17
- Timesliced lazy loading of icons have been added to improve first paint times
- Fixed loading incorrect data when using dynamic internal id naming.
2.7.3
[2.7.3] - 2025-09-15
- Changed Label window to have consistent Rename UX with the rest of the Editor. You can now press Enter (macOS) or F2 to enter rename, as well as clicking after selecting an item in the list.
- Added documentation to mention the fact that loading AssetBundles directly via LoadAssetAsync does not handle dependencies.
- Added null checks for analytics events to fix console error.
- Fixed loading incorrect data when using dynamic internal id naming.
- Documentation: Content model update.
- Fixed an issue where trying to build after setting a custom profile value would sometimes cause a NullRefException.
2.7.2
[2.7.2] - 2025-08-11
- Fixed issue where builds were failing in Unity Cloud Build due to hash collisions in Addressables during dependency resolution.
- Fixed an issue where remote binary catalogs would mistakenly be listed as having the .json file extension in the Build Report summary tab.
1.27.0
[1.27.0] - 2025-08-05
- Fix for CCD Upload Issue with Packed Separately Bundles
- Diagnostic Callbacks no longer fail generating event information.
- DownloadDependenciesAsync now only checks bundle cached status once, and treats a cached bundle with no CRC checks as a noop. The goal with this fix is to reduce IO usage on startup.
- Asset dependency validation to log build error when asset contains invalid reference
- Added unity version check for code that relies on profiler support
[1.26.1] - 2025-06-27
- Fixed issue where pink material was duplicated in every Asset Bundle. Note: this could force a rebuild of all asset bundles.
- Fixed an issue where when an Addressable scene was unloaded because a new scene was loaded using LoadSceneMode.Single it was not decremented in the number of scenes loaded in the profiler.
2.7.0
[2.7.0] - 2025-07-30
- Fixed issue where strikethrough appears on labels when reordering addressables labels in the labels window.
- Changed GetDownloadSizeAsync to actually use an AsyncOperation and run the calculation as part of a coroutine.
- Fix for CCD Upload Issue with Packed Separately Bundles.
- Fixed an issue where you weren't able to assign Sprites in a AssetReferenceAtlasedSprite if the Atlas was a variant.
- Fixed an issue when "Use Defaults" was selected for a Group. When building for Android the local settings were used for remote groups. This effectively disabled caching.
- Fixed an issue where Profiler runtime data was not stripped for non-development builds.
- Improved memory usage when using binary catalogs.
- Improved performance of the Addressable Groups editor window for large projects - this should be noticable when first launching the window, and when searching for assets.
- Fixed an issue where the Addressables Profiler Module would not work properly when using a standalone Profiler process.
- Fix an issue where Custom group settings were not correctly applied to built-in bundles.
- Revert name change to prevent gameobject warning on group Rename
- Added Preserve attribute to prevent stripping of RuntimePath property
2.6.0
[2.6.0] - 2025-06-03
- Fixed issue where call to LoadAssetsAsync was treating single element keys into an array of characters.
- Fixed binary catalog extraction & optimization tools. InternalIds of locations were getting resolved with Editor data incorrectly. They are now copied directly to the output files.
1.25.1
[1.25.1] - 2025-06-02
- Fixed issue where pink material was duplicated in every Asset Bundle. Note: this could force a rebuild of all asset bundles.
- Fixed an issue where when an Addressable scene was unloaded because a new scene was loaded using LoadSceneMode.Single it was not decremented in the number of scenes loaded in the profiler.